| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Merge pull request #8949 from RandomShaper/improve-mobile-builds | Rémi Verschelde | 2017-06-08 | 1 | -17/+14 |
| |\ | | | | | Improve/harmonize mobile builds | ||||
| | * | Improve/harmonize mobile builds | Pedro J. Estébanez | 2017-05-27 | 1 | -17/+14 |
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| * | | InputEvent: Renamed "pos" property to "position" | Andreas Haas | 2017-06-03 | 1 | -8/+8 |
| | | | | | | | | | Make the naming consistent with other classes. | ||||
| * | | Merge pull request #8935 from volzhs/get-locale-master | Rémi Verschelde | 2017-05-27 | 1 | -2/+1 |
| |\ \ | |/ |/| | Make OS.get_locale() returns same value | ||||
| | * | Make OS.get_locale() returns same value | volzhs | 2017-05-27 | 1 | -2/+1 |
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| * | | Allow custom CCFLAGS for iPhone builds | Pedro J. Estébanez | 2017-05-27 | 1 | -4/+4 |
| | | | | | | | | | plus disable exceptions by default | ||||
| * | | Fixed audio can not resume if it is interrupted cause by an incoming phone call | sanikoyes | 2017-05-26 | 2 | -0/+10 |
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| * | Merge pull request #8912 from RandomShaper/ios-alert | Rémi Verschelde | 2017-05-26 | 4 | -0/+16 |
| |\ | | | | | Implement OS.alert() for iOS | ||||
| | * | Implement OS.alert() for iOS | Pedro J. Estébanez | 2017-05-25 | 4 | -0/+16 |
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| * | | Make arm64 the default option and set minimum to iOS 9 | BastiaanOlij | 2017-05-23 | 1 | -8/+9 |
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| * | | More fixes for iOS Godot 3.0 | BastiaanOlij | 2017-05-23 | 2 | -10/+16 |
| | | | | | | | | | | | | | - nicely exit if initialisation fails - fix a few issues around new event handling - use 16bit single channel framebuffer as 32bit is not supported on iOS | ||||
| * | | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | 2017-05-20 | 2 | -60/+42 |
| | | | | | | | | | this might cause bugs I haven't found yet.. | ||||
| * | | Removing rasterizer from iphone | BastiaanOlij | 2017-05-20 | 3 | -3467/+0 |
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| * | | MFI gamepad support for iPhone | BastiaanOlij | 2017-05-17 | 3 | -80/+451 |
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| * | Rename [gs]et_pos to [gs]et_position for Controls | Sergey Pusnei | 2017-04-10 | 2 | -4/+4 |
| | | | | | | | | | 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 | ||||
| * | Style: Apply clang-format (3.9.1) to Obj-C++ files | Rémi Verschelde | 2017-04-09 | 8 | -377/+359 |
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| * | Formatting of mm files | BastiaanOlij | 2017-04-09 | 8 | -511/+429 |
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| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 30 | -0/+30 |
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| * | New particle system, mostly working, some small features missing. | Juan Linietsky | 2017-04-06 | 2 | -18/+18 |
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| * | Merge pull request #8159 from Hinsbart/last_id | Rémi Verschelde | 2017-03-27 | 2 | -10/+0 |
| |\ | | | | | Input: Remove usage of platform dependent event IDs. | ||||
| | * | Input: Remove usage of platform dependent event IDs. | Andreas Haas | 2017-03-26 | 2 | -10/+0 |
| | | | | | | | | | | | 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... | ||||
| * | | SCons: Add option to toggle warnings (on by default) | Rémi Verschelde | 2017-03-26 | 1 | -6/+6 |
| |/ | | | | | | | | 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) | ||||
| * | Fixing magnetometer on iOS | BastiaanOlij | 2017-03-24 | 1 | -2/+2 |
| | | | | | (cherry picked from commit 4b7d1d8c15747a552b7dff52b0eeda4d3e7cec4e) | ||||
| * | Merge pull request #8133 from Hinsbart/joy_constants | Rémi Verschelde | 2017-03-24 | 1 | -3/+3 |
| |\ | | | | | Input: Refactor JOY_* constants. | ||||
| | * | Input: Refactor JOY_* constants. | Andreas Haas | 2017-03-24 | 1 | -3/+3 |
| | | | | | | | | | | | | | | | **Breaking change** Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware. Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`. | ||||
| * | | Fix typos in source code using codespell | Rémi Verschelde | 2017-03-24 | 2 | -3/+3 |
| |/ | | | | From https://github.com/lucasdemarchi/codespell | ||||
| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 19 | -1346/+1101 |
| | | | | | | | | | | | | | | | | | | | | | | | | | 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 | ||||
| * | Add a bunch of missing Godot headers in own files | Rémi Verschelde | 2017-03-05 | 2 | -4/+4 |
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| * | iphone: Drop unused Appirater thirdparty API | Rémi Verschelde | 2017-03-05 | 6 | -970/+0 |
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| * | Add API to access battery power state | Julian Murgia | 2017-03-04 | 2 | -0/+121 |
| | | | | | | | | | | | | | | | 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 | ||||
| * | Really fix iphone builds | Bojidar Marinov | 2017-02-23 | 1 | -1/+1 |
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| * | Complete the globals.h -> global_config.h conversion | Bojidar Marinov | 2017-02-23 | 1 | -1/+1 |
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| * | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵ | Juan Linietsky | 2017-02-21 | 3 | -3/+3 |
| | | | | | | | modified files) -.pck and .zip exporting redone, seems to be working.. | ||||
| * | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | 2017-02-13 | 4 | -24/+24 |
| | | | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56 | ||||
| * | Working on compile issues for iOS | BastiaanOlij | 2017-01-16 | 12 | -114/+66 |
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| * | Style: Fix statements ending with ';;' | Rémi Verschelde | 2017-01-16 | 1 | -2/+2 |
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| * | Oops! Audio engine has vanished :D | Juan Linietsky | 2017-01-15 | 2 | -2/+2 |
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| * | Added support for getting gravity vector from iOS | BastiaanOlij | 2017-01-12 | 3 | -6/+15 |
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| * | Added logic for adjusting to screen orientation and removed final negative z | BastiaanOlij | 2017-01-12 | 3 | -11/+34 |
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| * | Added gravity vector back into the accelerometer data and flipped Z on the gyro | BastiaanOlij | 2017-01-12 | 2 | -3/+5 |
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| * | Fixed up release motionManager and negate z for gyro and magnetometer | BastiaanOlij | 2017-01-12 | 2 | -3/+6 |
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| * | Replacing deprecated UIAccelerometer with Core Motion | BastiaanOlij | 2017-01-12 | 5 | -4/+65 |
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| * | renamed joystick to joypad everywhere around source code! | Juan Linietsky | 2017-01-08 | 1 | -3/+3 |
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| * | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | 2017-01-07 | 1 | -13/+13 |
| | | | | | renamed to PoolVector | ||||
| * | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | 2017-01-05 | 3 | -8/+9 |
| | | | | | | | | | 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 Linietsky | 2017-01-02 | 8 | -28/+28 |
| | | | | | | | | | 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() | ||||
| * | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | 2017-01-02 | 2 | -28/+28 |
| |\ | | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | ||||
| | * | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | 2016-10-27 | 2 | -18/+18 |
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| | * | Begining of GLES3 renderer: | Juan Linietsky | 2016-10-03 | 2 | -10/+10 |
| | | | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working | ||||
| * | | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-01 | 28 | -28/+28 |
| | | | | | | | | | | | | | | | | | 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! | ||||
