| Commit message (Collapse) | Author | Age | Files | Lines |
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Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
(Manual redo of 49c065d29ca07040c3fd810026121164ad86b247)
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(cherry picked from commit 8c19a6cb85bc4ff00a8b2f7afe602c5724222a23)
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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)
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(cherry picked from commit 56721e5d9daf3bda0ad0711c165105c7ceedd29f)
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(cherry picked from commit 2c9d98bb4869ad8a8ec7af9ba0c8dd7d7c243fb5)
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closes #5656
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Upgrade Gradle and Android plugin for Gradle
Disable all signing and zip-aligning for the export templates
Give correct names to generated APKs
Put .so files built by SCons right where Gradle has to pick them according to arch & build type
Downgrade NDK platform to 14 to match minSdkVersion
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fix errors while exporting android
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Also removes a couple wrong Godot headers from third-party source files.
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Expose android/shutdown_adb_on_exit parameter
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It was added in 30d0ca9 for the Steam build but only enabled
when parsing a ._sc_ file that would define it.
It is now available for all users to toggle, in and outside of Steam.
Fixes #4073.
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org.godotengine.godot
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Useful for everybody wanting to package godot.
Fixes #1026.
-> Retain the old behaviour: path in error msg only when exporting.
-> User templates override system templates
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
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-It is now really easy to deploy an android build with debug, and debug it
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and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
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-added a genname option to generate the name of android app
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with current templates, you have to make new and include both x86 and arm support)
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-added functions to get mouse position in CanvasItem
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-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
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-=-==-=-=-=-=-=-
-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
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-=-=-=-=-=
-Bug in saving multinline text in xml fixed. #925
-typo in android export fixed. #930
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-=-=-=-=-=-=-=-=-=-=-
-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
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add timestamping authority server option for Android
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fixes for release apk export
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-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
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also allow custom templates to reside outside of res:// for all platforms
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-=-=-=-=-=-=-=-=-=-=-=-=-=
-Begin work on Navigation Meshes (simple pathfinding for now, will improve soon)
-More doc on theme overriding
-Upgraded OpenSSL to version without bugs
-Misc bugfixes
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==========
-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
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