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* 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.
* simplify the way window is allowed to steal focus, no longer relying on ↵Juan Linietsky2017-08-201-3/+8
| | | | project.godot. Closes #9459
* Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-0/+1
|\ | | | | Adds Engine::is_editor_hint() method
| * Adds editor_hint to Engine classIgnacio Etcheverry2017-08-191-0/+1
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* | Revert "Second take at making command-line arguments more UNIX-like + ↵Juan Linietsky2017-08-191-148/+190
| | | | | | | | main.cpp and help cleanup"
* | Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-191-151/+109
| | | | | | | | | | | | | | | | - 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 - Cleanup obsolete code here and there
* | Tweak command-line arguments to make them more UNIX-likeHugo Locurcio2017-08-191-88/+88
| | | | | | | | Also improves the command-line help text readability.
* | Enable command-line exportRuslan Mustakov2017-08-141-6/+6
| | | | | | | | | | The syntax is identical to what it was in 2.1, but now you specify preset name instead of platform name.
* | Merge pull request #10257 from Faless/html5_fixesRémi Verschelde2017-08-131-0/+1
|\ \ | | | | | | Fix for WebGL2 and HTML5 export
| * | Fix icon loading error a bootFabio Alessandrelli2017-08-111-0/+1
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* / Add expand stretch/ascpect - no more black barsYakov Borevich2017-08-091-1/+3
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* Revert "Tweak command-line arguments to make them more UNIX-like"Juan Linietsky2017-08-021-88/+88
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* Merge pull request #10014 from Calinou/tweak-command-line-argumentsRémi Verschelde2017-08-021-88/+88
|\ | | | | Tweak command-line arguments to make them more UNIX-like
| * Tweak command-line arguments to make them more UNIX-likeHugo Locurcio2017-08-021-88/+88
| | | | | | | | Also improves the command-line help text readability.
* | Fix AudioServer::finish not getting called while quittingMarcelo Fernandez2017-08-011-0/+1
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* Script languges are uninitialized properly now.Juan Linietsky2017-07-221-3/+5
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* Several changes to better run in mobile.Juan Linietsky2017-07-221-1/+4
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-26/+31
| | | | -Added system for feature overrides, it's pretty cool :)
* Fix errors with global config names no more sorrys pleasegeequlim2017-07-191-1/+1
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* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-82/+72
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-0/+4
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Reworked translation systemJuan Linietsky2017-06-281-0/+1
| | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-1/+1
| | | | -Fixded BackBuffercopy object
* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-2/+2
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* Fix `network/debug/remote_port` editor setting not working properlyFabio Alessandrelli2017-06-101-2/+1
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-7/+8
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* Allow selecting editor debug host and port.Fabio Alessandrelli2017-05-091-2/+3
| | | | Possibly fixes various editor<->debugger connection related problems.
* Rename project file to "project.godot"Rémi Verschelde2017-05-011-3/+20
| | | | | | | | | | | | | | Slimmed down variant from the reverted #8375. The rationale behind the name change is to give Godot's project file a unique extension (".godot") that can be registered on the OS to be associated with the Godot binary (OS registration not implemented here). This PR also adds the possibility to start the game or editor if launched with the project.godot passed as argument, which paves the way for allowing a similar behaviour on a double-click in the OS file manager (code originally by @Hinsbart). Closes #6915.
* Revert "Use .godot as file extension for project files."Juan Linietsky2017-04-291-20/+3
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* Fix property warnings and hide some debug printsRémi Verschelde2017-04-231-1/+1
| | | | | | | | | | "ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint.
* Merge pull request #8375 from Hinsbart/project_extensionRémi Verschelde2017-04-171-3/+20
|\ | | | | Use .godot as file extension for project files.
| * Use .godot as file extension for project files.Andreas Haas2017-04-161-3/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot. Also godot will automatically start the editor now if launched with a project file as an argument. This allows for double-clicking of projects to open them :) Code-wise this should be complete, but there's still work to do: - Make a nice icon for godot projects. - Work on installers/packaging -> register the extension and icon with godot. - Update the 2.1 to 3.0 exporter. Tested on linux and windows so far.
* | [GD 3.0] Fix stretch mode 2d... againShockblast2017-04-161-1/+1
|/ | | | | | Objects on the screen were not displayed when the project was played, because it looked for the values of width and height of menus with old names (godot 2.1?) For that reason delivered value (0, 0).
* Restored (And auto-generated) splash imageJuan Linietsky2017-04-091-1/+4
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Optimize-out some debug and/or non-tools methodsPedro J. Estébanez2017-04-071-0/+7
| | | | | | | | | Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible. is_node_being_edited() already showed a similar optimization effort and has been adapted to this change. Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds. This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).