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2017-11-20Visual fixesDaniel J. Ramirez13-38/+24
Added some icons (Including the onion one) Fixed text editor ellipsis style and editor tabs
2017-11-20bullet cast_motion: reordered null checkmuiroc1-3/+3
2017-11-20Fixed runtime EDITOR_DEFs being dropped.Daniel J. Ramirez2-8/+8
2017-11-20fix linux crash in _update_scene_tabsIan1-1/+3
2017-11-20[GDNative] add a way to register call typesKarroffel4-3/+16
2017-11-20[GDNative] removed static linking fieldsKarroffel2-41/+3
2017-11-20Revert "Added loop_begin and loop_end to OggVorbisStream"Juan Linietsky3-72/+22
2017-11-20Make old scenes readable againJuan Linietsky1-1/+1
2017-11-20Fixes a double class registering errorGilles Roudiere1-2/+0
2017-11-20[GDNative] removed godot_string_c_strKarroffel3-13/+0
2017-11-20[GDNative] loading error and version error procsKarroffel4-14/+49
2017-11-20Basis accepts Vector3 as constructor argument.Chip Collier1-0/+1
2017-11-20Update AUTHORS and DONORS listRémi Verschelde2-11/+41
New contributors added as AUTHORS: @AndreaCatania, @sheepandshepherd, @poke1024, @DmitriySalnikov, @ianb96, @hoelzl, @mhilbrunner, @n-pigeon. [ci skip]
2017-11-20Fix TextEdit::cursor_set_line bindingsRémi Verschelde1-1/+1
As spotted by @neikeq - fixes #13068.
2017-11-20Add close other tabs to Script Editorsersoong2-1/+39
2017-11-20Few fixes for asset store browserChaosus1-15/+28
2017-11-20EditorSettings: Dehardcode major in config file nameRémi Verschelde1-1/+1
It was readded in panic after I mistakenly removed the hardcoded "-3" in #12988, forgetting that Windows would still use the same path and thus conflict with 2.1 (contrarily to macOS and Linux).
2017-11-20Set android 'compileSdkVersion' to 24Konstantin Zaitsev1-1/+1
2017-11-20Change editor_settings.tres to editor_settings-3.tressersoong1-1/+1
2017-11-19Ability to change indirect light energy.Juan Linietsky5-4/+10
2017-11-20Fix the prevention for sliding on slopes in the 2d version of move_and_slideEric Wiltfang1-1/+4
Done by using the same method the 3d counterpart uses. Fixes #13063.
2017-11-20Rename the version's "revision" to "build"Rémi Verschelde5-12/+12
That "revision" was inherited from SVN days but had been since then used to give information about the build: "custom_build", "official", "<some distro's build>". It can now be overridden with the BUILD_NAME environment variable.
2017-11-20Pass engine name and version parts as proper stringsRémi Verschelde15-31/+28
Removes the need for _MKSTR all over the place which has the drawback of converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing a compilation error.
2017-11-20Export boot splash and add custom HTML file option in HTML5 exportLeon Krause1-12/+56
2017-11-19Fix Regression: running current scene (unsaved) will ask for main sceneMarcin Zawiejski1-1/+1
2017-11-20Add "View FPS" in 3D->Perspective's popup.Dmitry Koteroff2-0/+44
"Fixes" to make it acceptable by clang-format. "Fixes" to make it acceptable by clang-format.
2017-11-19Visual Studio project creation bug fixRoyBerube1-0/+5
A bug in the /drivers SCons script was preventing files in the /drivers and some in the /thirdparty directories from being added to the VS project. This will only affect builds that use the 'vsproj=yes' option.
2017-11-19Revert "change low cpu delay to 1 usec, should make editor smoother and not ↵Rémi Verschelde1-2/+1
really use" This reverts commit ca194033061b4b29fe00d8e9bddf2f0478b3c3f0. See discussion in https://github.com/godotengine/godot/commit/ca194033061b4b29fe00d8e9bddf2f0478b3c3f0#commitcomment-25715906 It also did not fix the issue it claimed to fix.
2017-11-19Make particles with DISABLE_Z active respect ALIGN_Y. Fixes #12865Tom Beckmann1-3/+9
2017-11-19Let SceneTreeDock duplicate nodes via Node::duplicate()Pedro J. Estébanez4-84/+45
Helps with #11182.
2017-11-19Remove out-of-logic assignment of instance's original scenePedro J. Estébanez1-4/+0
2017-11-19Add placement deletes to avoid warnings on VC++Matthias Hoelzl2-0/+28
When compiling with VC++ 2017, Godot generates huge numbers of C4291 warnings about missing placement delete. I have not found a way to disable these warnings using compiler options: AFAICT there is no equivalent to `-f-no-exceptions` for VC++ (there is only /EH to change the exception-handling model, /GX is deprecated) and adding /wd4291 to the `disable_nonessential_warnings` list in the `SConstruct` file or even compiling with `warnings=no` does not disable the messages. Placement delete is only called when placement new throws an exception, since Godot doesn't use exceptions this change should have no runtime effect. Fixes #12654 (probably, difficult to say without log)
2017-11-19Add cpp.hint file to improve IntelliSenseMatthias Hoelzl3-0/+15
2017-11-19Use new XDG folders to dehardcode pathsRémi Verschelde15-61/+58
2017-11-19Add initial support for the XDG Base Directory specRémi Verschelde17-118/+360
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
2017-11-19Fix import obj as scene.Daniel J. Ramirez1-0/+1
2017-11-19Check whether GL context supports the expected APIRémi Verschelde1-23/+16
I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
2017-11-19Fix the class docs for the rst-syntax errors.Martin Capitanio10-10/+11
- Generate a correkt rst-syntax for the [/code] inline markup. (http://www.sphinx-doc.org/en/1.6.5/rest.html#inline-markup) - Fix xml souce bugs for the sphinx's rst syntax werrors: class_area.rst:319: WARNING: Inline literal start-string without end-string. class_area2d.rst:287: WARNING: Inline literal start-string without end-string. class_audioserver.rst:287: WARNING: Inline literal start-string without end-string. class_control.rst:509: WARNING: Inline literal start-string without end-string. class_image.rst:422: WARNING: Inline literal start-string without end-string. class_image.rst:434: WARNING: Inline literal start-string without end-string. class_inputevent.rst:74: WARNING: Inline literal start-string without end-string. class_inputeventaction.rst:45: WARNING: Inline literal start-string without end-string. class_inputmap.rst:47: WARNING: Inline literal start-string without end-string. class_kinematicbody.rst:80: WARNING: Inline interpreted text or phrase reference start-string without end-string. class_kinematicbody2d.rst:80: WARNING: Inline interpreted text or phrase reference start-string without end-string. class_line2d.rst:182: WARNING: Inline literal start-string without end-string. class_thread.rst:51: WARNING: Inline literal start-string without end-string. class_treeitem.rst:160: WARNING: Inline literal start-string without end-string.
2017-11-19Use parallel transport in PathFollow2D.Ferenc Arn2-29/+22
Fixes #12995.
2017-11-19Fix #10798: Fixes Change Type does not change iconOrkun1-0/+2
Problem : While replacing old node properties with new ones, we also copy meta data of old node's icon Solve: don't copy meta so don't override _editor_icon
2017-11-19Added null check in Bullet cast_motion APIAndreaCatania1-10/+12
2017-11-19Fixed gravity scaleAndreaCatania1-1/+2
2017-11-19Cleanup old references to GLES2 rendererRémi Verschelde22-133/+31
There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-19Removed dynamic_cast from Bullet ServerAndreaCatania1-14/+18
2017-11-19Fixed kinematic movement on concave shapeAndreaCatania4-64/+146
2017-11-19Restore post_import functionvolzhs1-1/+1
2017-11-19Change HTML5 start-up APILeon Krause5-94/+137
Rename engine.start() to startGame(), new start() takes string arguments handed directly to main(). Rename Engine.loadEngine() to load(). Add setLocale(), setResizeCanvasOnStart(), setExecutableName() and preloadFile().
2017-11-19Fix duplication of signalsPedro J. Estébanez2-4/+22
- Partially revert 6496b53549aca7b1be57c3be55815f32a4842201, adding a comment about why duplications of signals must happen as a second phase. - Add fallback logic for connections to nodes not in the duplicated hierarchy. - Remove redundant call to `Node::_duplicate_signals()`. Fixes #12951.
2017-11-19Fixed issue with animation keys that are on frame 0 being difficult to clickBenH1-1/+1
2017-11-19Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere31-498/+285