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path: root/modules/visual_script/visual_script_nodes.h (unfollow)
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2016-09-25Don't crash in "_process_hdr()" if "framebuffer.luminance" is emptyBłażej Szczygieł1-0/+4
If "glFramebufferTexture2D()" fails on old drivers the Vector is empty. Don't allow to read from empty Vector (NULL pointer).
2016-09-25Add CC parameter to allow use of custom C compilerEmmanuel Leblond1-1/+2
2016-09-23Use pkgconfig to locate ALSA libs (#6119)romeojulietthotel1-1/+1
* This allows building when ALSA libs are in a non-standard location. PKG_CONFIG_PATH alone is not enough as the final link fails. Adding this makes the final link succeed. * The extra LIBS flag for alsa is not needed so removing.
2016-09-22expose GeometryInstance.get_aabb() etc fixes #6587yg2f2-0/+5
expose ``GeometryInstance.get_aabb();`` to gdscript expose ``VisualInstance.get_transformed_aabb();`` to gdscript and debug ``ImmediateGeometry::add_vertex()``;
2016-09-22x11: Fix event.is_action() for release of modifier keysAndreas Haas1-0/+13
The bug was that the release events for these also had the modifier state set, so the event comparison failed. Fixes #5901
2016-09-21Fix crash when disabling main screen pluginGeorge Marques1-0/+4
2016-09-21Fix manifest generation bug in Android exportPedro J. Estébanez1-6/+4
2016-09-21removed redundant assign operation in mesh_add_surface: elem_count is ↵knd1-4/+0
reassigned a value before the old one has been used.
2016-09-20Change winrt build to be less dependent on ANGLEGeorge Marques2-7/+8
Now it does not try to build if the solution is not found. This way it's possible to provide a minimal package with includes and libs and make it build correctly. Also remove messages from detect.py since it is ran for every platform target.
2016-09-20Add function to get readable names for joystick eventsAndreas Haas4-0/+72
Closes #6476
2016-09-19Fix for #6158. Converting Vector2 to Size2 for scaling functions.anneomcl9-52/+39
2016-09-19Add docs for XMLparser, VideoPlayer and most of TreeGeorge Marques1-0/+106
2016-09-19Expose Vector2::clamped() to scriptsAndreas Haas1-0/+2
Needed this and wondered that there's no built-in function for it. So I wanted to implement it and saw that it's actually already there, just wasn't bound ^^
2016-09-19Make the choosable default editor layout the same as the actual default one.Andreas Haas1-3/+3
Fixes #6266
2016-09-19Fix ability to cut/paste text in LineEdit/TextEdit in readonly mode.Andreas Haas2-12/+24
Fixes #6466
2016-09-18New distraction free mode iconDaniel J. Ramirez5-0/+104
2016-09-17Expose bottom panel show/hide for pluginsGeorge Marques2-0/+16
2016-09-16Add a function to plugin get the main screen parentGeorge Marques4-1/+15
- Fix a bug where the main screen button did not disappear when the plugin was deactivated.
2016-09-16Update documentation on joystick vibration.Andreas Haas1-1/+2
Added a note that long vibration durations are not recommended because of hardware limitations. For example, my ps4 controller can only vibrate for ~3s on linux.
2016-09-15Fix input action pressed state not changing for quick joystick movements.Andreas Haas4-60/+8
fixes #6488 Also removes a bunch of dead code related to checking if a joystick axis is pressed.
2016-09-15Fix highlight current script when script temputure is disabledPaulb231-15/+16
2016-09-15Hacked a demo C# class parser for neikeq.Juan Linietsky1-1/+399
2016-09-15Center camera2D with the proper viewport sizeJuan Linietsky1-4/+7
2016-09-14Call run callbackJuan Linietsky2-0/+12
2016-09-14Added API version and hashing to ObjectTypeDBJuan Linietsky5-2/+212
2016-09-14Vorbis: Don't compile unnecessary encoder filesBłażej Szczygieł1-2/+2
2016-09-14Added a few functions to make 2D split screen easier.Juan Linietsky4-22/+110
2016-09-14Restore viewport set_world_2d functionalityFabio Alessandrelli2-22/+34
2016-09-13Added a generic AStar implementation to Godot.Juan Linietsky4-0/+509
It's pretty fast, use it for games where Navigation does not cut it.
2016-09-13Make Godot detect if the screen is too small (<1200 pixels wide), and use ↵Juan Linietsky2-5/+21
single dock column like in 1.0 if that's the case.
2016-09-13-Added VeryLowDPI and MidDPI modes to Godot editor.Juan Linietsky10-41/+61
-Improved HiDPI detection (requires resolution of > 2000 in X axis)