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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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* | Rename pos to position in user facing methods and variablesletheed2017-09-202-4/+4
| | | | | | | | | | | | | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* | Merge pull request #11405 from karroffel/new-hashmapRémi Verschelde2017-09-193-0/+143
|\ \ | | | | | | added OAHashMap type
| * | added OAHashMap typeKarroffel2017-09-193-0/+143
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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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* / Fixed to InputDefault, button mask was wrong. Fixes to editor camera ↵Juan Linietsky2017-09-161-5/+6
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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 #10318 from endragor/ordered-hash-mapRémi Verschelde2017-09-013-0/+215
|\ | | | | Implement OrderedHashMap
| * Implement OrderedHashMapRuslan Mustakov2017-08-133-0/+215
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* | 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
* | removed DISCARD built in variable, replaced by actual discard GLSL ↵Juan Linietsky2017-08-291-2/+3
| | | | | | | | instruction, fixes #9677
* | Merge pull request #10531 from RandomShaper/remove-old-android-settingRémi Verschelde2017-08-292-3/+7
|\ \ | | | | | | Sanitize Android debug
| * | Fix Android remote debug not hitting breakpointsPedro J. Estébanez2017-08-222-3/+7
| | | | | | | | | | | | A change in `Main`'s API is needed. Please read the comment in the diff for an explanation.
* | | Make build scripts Python3 compatibleMatthias Hoelzl2017-08-271-5/+6
| | | | | | | | | | | | | | | | | | | | | | | | - The Windows, UWP, Android (on Windows) and Linux builds are tested with Scons 3.0 alpha using Python 3. - OSX and iOS should hopefully work but are not tested since I don't have a Mac. - Builds using SCons 2.5 and Python 2 should not be impacted.
* | | Fix mixed tab/whitespace in build filesMatthias Hoelzl2017-08-271-2/+2
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* | | Dead code tells no talesRémi Verschelde2017-08-2712-819/+6
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* | | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-2732-32/+32
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* | | Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-242-8/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 returns and break statementsWilson E. Alvarez2017-08-221-2/+0
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* | | Merge pull request #10340 from Rubonnek/remove-unnecessary-assignmentsRémi Verschelde2017-08-222-4/+4
|\ \ \ | | | | | | | | Removed unnecessary assignments
| * | | Removed unnecessary assignmentsWilson E. Alvarez2017-08-212-4/+4
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* | | Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-28/+28
|\ \ \ | |/ / |/| | ClassDB: Provide the enum name of integer constants
| * | ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-28/+28
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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.
* | | Fixed OUYA Game Controller for 3.0Corruptinator2017-08-161-1/+1
| | | | | | | | | | | | | | | Input_default.cpp has been updated for the OUYA Game Controller to work with fixed and functional mapping for Godot 3.0
* | | Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-162-7/+7
| | | | | | | | | | | | Fixes #10244.
* | | Merge pull request #9889 from groud/control_enhancementskubecz3k2017-08-151-3/+1
|\ \ \ | | | | | | | | Control node enhancements
| * | | Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-131-3/+1
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* | | | 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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* | InputDefault: Fix joypad actions when axis quickly changes direction.Andreas Haas2017-08-121-2/+8
| | | | | | | | The fix (inserting a fake event so actions get released properly) was already there but disregarded the case when the hardware sends values in the [0;1] range.
* | Add expand stretch/ascpect - no more black barsYakov Borevich2017-08-091-1/+3
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