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path: root/platform/android/audio_driver_opensl.cpp (follow)
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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+1
| | | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* Minor code formatting in platform/androidMario Schlack2016-07-211-0/+6
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* ran cppcheck, found unused variablesfirefly24422015-09-161-2/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* support for 2D shadow castersJuan Linietsky2015-03-021-0/+8
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* -fix bug in cache for atlas import/exportJuan Linietsky2014-03-131-0/+410
-fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now