| Commit message (Collapse) | Author | Age | Files | Lines |
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Space override scratching when body is add to world
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Fixes #13182
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Removed type_mask and fixed some variable name
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Mono: Use PascalCase in core types.
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Proper GDNative export on Android
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Allow for getting/setting "dotted" properties of objects
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Performance is around the same as using pure set() through GDScript.
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[GDNative] fix gdnative_api_struct.gen.h generation
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Set gravity on change body mode
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Fixes #13140
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Use "Command" instead of "Meta" for macOS (#1619)
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Add bsearch and bsearch_custom to Array
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Native pan and zoom for macOS + InputEventGesture
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Attempt at fixing size mismatch in _compress_etc
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Use j for inner loop
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Allow exporting third-party iOS Frameworks
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- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
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Enhanced debugger for godot 3.0
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Ignore all script constants in the global section of the breakpoint stack.
Check property size before send to avoid too large of data be sent.
Fix crash while clear the remote objects from the debugger.
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[GDNative] add a way to register call types
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[GDNative] removed static linking fields
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[GDNative] (version-) error reporting + small API change
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Added loop_begin and loop_end to OggVorbisStream
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Allow exporting enums from GDScript
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Use as `export(E) ...`
Closes #12392
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Add support for XDG Base Directory spec
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Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
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Also to prepare for upcoming refactoring for XDG support.
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