| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
| |
First it crashed in the thread that checks for android devices, then in the audio driver.
|
| |\
| |
| | |
Android: avoiding duplicates in build.gradle
|
| | | |
|
| |/
|
|
|
|
|
|
| |
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
|
| | |
|
| | |
|
| | |
|
| |\
| |
| | |
Input: Remove usage of platform dependent event IDs.
|
| | |
| |
| |
| |
| | |
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
|
| |\ \
| | |
| | | |
Update build.gradle.template for jcenter
|
| | |/
| |
| |
| |
| |
| | |
Updating project repository,
added jcenter() since Android Studio uses it by default.
https://www.jfrog.com/knowledge-base/why-should-i-use-jcenter-over-maven-central/
|
| |/
|
|
|
|
|
|
| |
All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.
(cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
|
| |\
| |
| | |
Fix wrong app name for Android export
|
| | | |
|
| |/
|
|
| |
From https://github.com/lucasdemarchi/codespell
|
| |
|
|
| |
Android seems to be working again!
|
| |
|
|
| |
Missing download (need to discuss this!)
|
| |\
| |
| | |
Update mouse position on touch and release events (Android)
|
| | | |
|
| | | |
|
| |\ \
| |/
|/| |
support for multiple maven url
|
| | | |
|
| | |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
|
| | | |
|
| |/
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
|
| | |
|
| | |
|
| |
|
|
|
|
| |
modified files)
-.pck and .zip exporting redone, seems to be working..
|
| | |
|
| |
|
|
|
|
| |
This new name also makes its purpose a little clearer
This is a step towards fixing #56
|
| | |
|
| |
|
|
| |
Fixes #7421
|
| |
|
|
|
|
| |
Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
|
| | |
|
| | |
|
| | |
|
| |
|
|
|
| |
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
|
| | |
|
| | |
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
|
| | |
|
| |
|
|
| |
renamed to PoolVector
|
| | |
|
| |
|
|
|
|
|
|
| |
categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
|
| |
|
|
|
|
|
|
| |
Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
|
| |
|
|
|
|
|
|
| |
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!
|
| | |
|
| |
|
|
|
| |
Fix wrong path for 32-bit Windows, which fixes #7084
Exclude 32-bit Windows from multi-threaded linking because it's not supported by the NDK
Remove 32-bit Linux as there is no NDK variant for it
|