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* Put brave old bb10 platform to a well-deserved restRémi Verschelde2017-05-082-859/+0
| | | | Add some 🔥 to appease @reduz. Fixes #8692.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-082-0/+2
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-7/+5
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-3/+3
| | | | | | 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.
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky2017-02-191-5/+5
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* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-1/+2
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* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-24/+24
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-2/+2
| | | | | | | | 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
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | 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()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-012-2/+2
| | | | | | | | 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!
* Removed unused variables (second pass) + dead codeRémi Verschelde2016-07-071-1/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-182-2/+56
| | | Also removes a couple wrong Godot headers from third-party source files.
* -Heavily improved editor startup and exit performanceJuan Linietsky2016-06-071-59/+63
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* Move export GUI debug toggle to export settings windoweska2016-04-281-1/+1
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* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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* Add way to look for templates at system wide level tooest312015-11-301-6/+10
| | | | | | | | 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
* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-5/+5
| | | | | | | -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
* -Merged the file server with the live editing and remote debugJuan Linietsky2015-08-061-4/+4
| | | | -It is now really easy to deploy an android build with debug, and debug it
* -Changed Godot exit to be clean.Juan Linietsky2015-04-201-0/+2
| | | | | -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
* merges from okam repoJuan Linietsky2015-03-031-46/+33
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* fix custom export packages for PCDana Olson2014-08-251-1/+1
| | | | also allow custom templates to reside outside of res:// for all platforms
* More 3D ImprovementsJuan Linietsky2014-05-291-4/+4
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-092-0/+808