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* Disable logger by default.Juan Linietsky2017-11-261-1/+1
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* Modified low processor sleep to 8000 and made it customizable (should be ↵Juan Linietsky2017-11-221-1/+4
| | | | customizable for editor too)
* Merge pull request #11895 from m4nu3lf/rendering/separate_threadJuan Linietsky2017-11-211-2/+0
|\ | | | | Restore rendering on a separate thread
| * Restore rendering on a separate threadm4nu3lf2017-11-181-2/+0
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* | Return and repair file loggingRuslan Mustakov2017-11-211-2/+9
| | | | | | | | And make it configurable, too.
* | Merge pull request #12387 from santouits/x1111Rémi Verschelde2017-11-201-0/+2
|\ \ | | | | | | Fix x11 boot logo position in fullscreen and in maximized
| * | Fix x11 boot logo position in fullscreen and in maximizedsantouits2017-10-261-0/+2
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* | | Pass engine name and version parts as proper stringsRémi Verschelde2017-11-201-1/+1
| | | | | | | | | | | | | | | | | | Removes the need for _MKSTR all over the place which has the drawback of converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing a compilation error.
* | | Revert "change low cpu delay to 1 usec, should make editor smoother and not ↵Rémi Verschelde2017-11-191-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | really use" This reverts commit ca194033061b4b29fe00d8e9bddf2f0478b3c3f0. See discussion in https://github.com/godotengine/godot/commit/ca194033061b4b29fe00d8e9bddf2f0478b3c3f0#commitcomment-25715906 It also did not fix the issue it claimed to fix.
* | | Merge pull request #12961 from eska014/platform-docRémi Verschelde2017-11-191-0/+3
|\ \ \ | | | | | | | | Facilitate documenting platform-exclusive classes
| * | | Facilitate exposing platform-exclusive interfaces to all platformsLeon Krause2017-11-181-0/+3
| | |/ | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | This makes the interfaces available, without implementation, in other platforms and the editor, which facilitates documenting platform-exclusive classes. Platform-exclusive APIs must be set up in platform/<platform>/api/api.cpp. Provide noop method-implementations where necessary. Also setup and document the HTML5 platform's JavaScript singleton.
* / | change low cpu delay to 1 usec, should make editor smoother and not really useJuan Linietsky2017-11-171-1/+2
|/ / | | | | | | a lot more cpu. Fixes #11030
* | Move singleton management from ProjectSettings to EngineLeon Krause2017-11-141-1/+1
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* | fixes to initialization orderJuan Linietsky2017-11-091-7/+13
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* | Make video mode initialization more intuitive, fixes #12022Juan Linietsky2017-11-091-28/+23
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* | Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky2017-11-031-1/+39
|\ \ | |/ |/| Physics server plug
| * Implemented physics plugAndreaCatania2017-11-041-1/+39
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
* | Refactor Fixed to PhysicsPoommetee Ketson2017-10-211-3/+3
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* | Fix window display shrink can't set to float numbersgeequlim2017-10-201-1/+1
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* Redoing the ARVR GDNative interface as module and tighter implementationBastiaanOlij2017-10-141-1/+11
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* Merge pull request #11539 from BastiaanOlij/remove_directory_scanRémi Verschelde2017-10-111-1/+5
|\ | | | | Removed directory scan from project load
| * Made directory scan optionalBastiaanOlij2017-10-101-1/+5
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* | Merge pull request #11954 from neikeq/dIgnacio Etcheverry2017-10-111-0/+1
|\ \ | |/ |/| Added 'exposed' field to ClassInfo for registered classes
| * Adds 'exposed' field to ClassInfoIgnacio Etcheverry2017-10-091-0/+1
| | | | | | | | | | | | This field represents if the class is exposed to the scripting API. The value is 'true' if the class was registered manually ('ClassDB::register_*class()'), otherwise it's false (registered on '_post_initialize'). - Added missing registration of classes that are meant to be exposed.
* | Make sure to obey hidpi to off by default, as present in project settings. ↵Juan Linietsky2017-10-051-0/+3
| | | | | | | | | | | | Set it to on by default for editor. Many integrated GPUs can't really get enough performance to play games at hidpi, so this should be enabled manually.
* | Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky2017-10-051-8/+8
| | | | | | | | to has_setting. Fixes #11844
* | Merge pull request #11568 from endragor/loggersAndreas Haas2017-10-021-1/+2
|\ \ | |/ |/| Extract logging logic
| * Extract logging logicRuslan Mustakov2017-09-251-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
* | Renamed fixed_process to physics_processAndreaCatania2017-09-301-10/+10
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* Fix typo in fixed-fps help lineHein-Pieter van Braam2017-09-241-1/+1
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* main: Add --version switch and git hash to --helpRémi Verschelde2017-09-241-4/+18
| | | | Also fix some help strings.
* Merge pull request #11299 from marcelofg55/fix_seticon_defaultRémi Verschelde2017-09-211-1/+11
|\ | | | | Fix setting the default icon briefly with tools=no
| * Fix setting the default icon briefly with tools=noMarcelo Fernandez2017-09-171-1/+11
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* | Prevent running the crash_handler when a debugger is present on windowsMarcelo Fernandez2017-09-181-1/+1
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* Added a crash handler to dump the backtrace on Windows, Linux and OS XMarcelo Fernandez2017-09-131-0/+5
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* Style: Apply clang-format to @reduz's changesRémi Verschelde2017-09-131-11/+9
| | | | [ci skip]
* Changed the doc class generation to individual files per class. It is also ↵Juan Linietsky2017-09-121-12/+35
| | | | | | possible to save module files in module directories and the build system will recognize them.
* Merged docs and small correction to lowdpi feature (it supports windows now)Juan Linietsky2017-09-121-1/+1
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* Fix unused variable warningsHein-Pieter van Braam2017-09-081-2/+2
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Restored auto snapping of controls to pixels, fixes #10847 and probably ↵Juan Linietsky2017-09-071-0/+6
| | | | several more issues. Made it optional in the project settings but defaults to true.
* Merge pull request #10422 from endragor/gdnative-androidRémi Verschelde2017-08-311-2/+12
|\ | | | | Make GDNative work on Android
| * Make GDNative work on AndroidRuslan Mustakov2017-08-301-2/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
* | Renderer/Simulator flagsGustav Lund2017-08-301-2/+22
|/ | | | Now hopefully with correct code style
* Merge pull request #10531 from RandomShaper/remove-old-android-settingRémi Verschelde2017-08-291-2/+5
|\ | | | | Sanitize Android debug
| * Fix Android remote debug not hitting breakpointsPedro J. Estébanez2017-08-221-2/+5
| | | | | | | | A change in `Main`'s API is needed. Please read the comment in the diff for an explanation.
* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* | Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* | Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-2/+3
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* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-211-153/+111
| | | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping - Cleanup obsolete code here and there
* Tweak command-line arguments to make them more UNIX-likeHugo Locurcio2017-08-211-88/+88
| | | | Also improves the command-line help text readability.