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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Better handling of joypad device IDs.Andreas Haas2017-03-261-0/+7
| | | | | | | Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself. This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code). For now, it's implemented for the main desktop platforms. Possible targets for future work: android, uwp, javascript
* Implement warped mouse panning for 2D & 3D editorsPedro J. Estébanez2017-03-221-0/+1
| | | | | Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future
* Input: bind parse_input_event()Andreas Haas2017-03-191-1/+2
| | | | | | | | | | When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree. However, you won't get any of the benefits of the Input singleton: - No InputMap actions will be emitted - The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event. This is fixed by using `Input.parse_input_event(ev)` instead. I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
* Bring that Whole New World to the Old Continent tooRémi Verschelde2017-03-191-31/+25
| | | | | Applies the clang-format style to the 2.1 branch as done for master in 5dbf1809c6e3e905b94b8764e99491e608122261.
* Core motion for Godot 2.x (based on PR 7127)BastiaanOlij2017-03-091-0/+3
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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+1
| | | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* Add function to get readable names for joystick eventsAndreas Haas2016-10-091-0/+5
| | | | | | Closes #6476 (cherry picked from commit e0fcd9331a7ce0e3afd7240a65ecf3e8c59ef9a3)
* Added gyroscope support to Godot and AndroidJamil Halabi2016-07-161-0/+3
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* Input: add get_connected_joysticks() method.Andreas Haas2016-07-051-0/+3
| | | | fixes #5465
* Set default duration parameter of joystick vibration to 0.Andreas Haas2016-06-211-1/+1
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* Add joystick vibration support on Linux (#5043)Wilhem Barbier2016-06-151-0/+17
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* Add magnetometer sensor support for Androidfluffrabbit2016-05-271-0/+3
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* use joystick name from mapping-db if availablehinsbart2016-02-291-0/+1
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* use fallback mapping from listHondres2016-01-271-1/+1
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* can use fallback mapping on all platformshondres2016-01-241-2/+2
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* support gamepad remapping on androidhondres2016-01-241-2/+2
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* add mappings and increase max number of buttonshondres2016-01-221-2/+2
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* Add some joystick functions to input. Enables manipulation of mappings at ↵hondres2016-01-081-0/+9
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* Use tabs instead of spaces for new gamepad codehondres2015-12-181-32/+32
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* Better gamepad supporthondres2015-12-181-5/+89
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* Added ability to set custom mouse cursors. Not hardware accelerated yet.Juan Linietsky2015-09-241-0/+83