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2017-04-07i18n: Sync translations from WeblateRémi Verschelde30-1063/+2544
2017-04-07i18n: Add new translations for Greek, Dutch and ThaiRémi Verschelde3-0/+20913
2017-04-07i18n: Update translation templateRémi Verschelde1-6/+40
2017-04-07classref: Sync with current sourceRémi Verschelde1-705/+1651
2017-04-07Fix build on older GCC versionsRémi Verschelde2-4/+2
Travis builds would fail with: ./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive]
2017-04-07Add compatibility class for FixedSpatialMaterialRémi Verschelde1-0/+1
Fixes loading existing 3.0-alpha projects broken by 74808ac4d9176180dc7ecace99723edab8a73e0e.
2017-04-07Optimize-out some debug and/or non-tools methodsPedro J. Estébanez3-5/+36
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible. is_node_being_edited() already showed a similar optimization effort and has been adapted to this change. Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds. This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07Reset display folded for an instanced scene if editable children is toggled offPedro J. Estébanez1-2/+6
This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first.
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky76-1774/+5372
2017-04-06Fix typo in FixedSpatialMaterialAndreas Haas1-1/+1
NormapMap
2017-04-06Revert "8145 - Mouse Position is unknown until first mouse event on X11"Juan Linietsky2-11/+1
2017-04-06Fix highlight typosupaiku5-20/+20
2017-04-06Editor: Use GDScript as the default language in ScriptCreateDialog.Andreas Haas1-5/+13
2017-04-06[DLScript] fixed android builds nowKarroffel2-2/+2
... really.
2017-04-06Core: fix possible memory leaks.Andreas Haas2-2/+2
2017-04-05Fix typo in Parser Error messagecurtisxk381-1/+1
2017-04-06[DLScript] inheritance fixesKarroffel1-12/+84
This properly implements script inheritance for DLScripts.
2017-04-06[DLScript] more API fixesKarroffel3-2/+12
2017-04-06[DLScript] removed STL importsKarroffel5-11/+1
2017-04-05Fix crash on Android-x86Pedro J. Estébanez1-0/+2
2017-04-05[DLScript] fixed virtual method exportKarroffel1-2/+2
2017-04-05[DLScript] removed unused importKarroffel1-1/+0
This hopefully fixes android builds
2017-04-05Fixer looping timer accumulation in _processRémi Verschelde1-3/+2
Follow-up to #8251.
2017-04-05Fix URLs to moved docs pagesRémi Verschelde2-3/+3
Closes #8266.
2017-04-05Fix typo which caused popup to display on incorrect coordinates.Martin Novak1-1/+1
2017-04-04[DLScript] added variant constructor and a function to get userdata of a scriptKarroffel6-10/+43
The godot_dlinstance_get_userdata() function can be used to get the DLScript userdata pointer of any object that has a DLScript attached to it. This is particularly useful and even required for language bindings to work properly. This also fixes non-tool builds.
2017-04-04Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurableBojidar Marinov3-5/+8
Fixes #7313
2017-04-04previous value of time_left is added to wait_time before assigning to time_leftNikhil Shagrithaya1-2/+1
2017-04-03Reenable Windows Desktop exporteska1-16/+13
2017-04-03Fix more property names in _change_notify calls.Andreas Haas6-17/+18
2017-04-03Editor: Swap Scene and Import tabs in dock.Andreas Haas1-1/+1
Swaps the ordering of those tabs. Now the editor defaults to displaying the scene tab instead of import, which I found a bit confusing.
2017-04-03added dlscript moduleKarroffel55-623/+6543
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan. This adds a module to Godot that enables the use of dynamic libraries as a source for scripts. That also allows third party libraries to be linked to Godot more easily and without creating modules. For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
2017-04-03Made slide and reflect active verbs acting on itself in Vector2 and Vector3.Ferenc Arn6-23/+72
This is in alignment with other functions in vector classes. Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs. Fixes #8201.
2017-04-03increased maximum number of scripting languagesKarroffel2-9/+10
2017-04-03Improve TouchScreenButtonPedro J. Estébanez2-8/+27
Fix shape not being updated Add a way to hide the shape on editor and debug-with-visible-shapes Remove useless checks
2017-04-03Fix crash when change project settingsvolzhs1-1/+1
2017-04-03Make buttons closer in Scene treevolzhs1-0/+1
2017-04-03Fix warped mouse panning on LinuxPedro J. Estébanez1-1/+16
Fix/improve it also on certain edge cases for any platform
2017-04-02Fix failing to compile shader on Adreno GPUvolzhs1-9/+9
2017-04-02Viewport: Fix undefined behaviour found by llvm sanitizer.Andreas Haas1-2/+2
When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()). This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
2017-04-02Input: Update Gamepad mappings.Andreas Haas1-12/+34
2017-04-01Fixed Node2D/Control not updating propertiesRobert Hernandez2-15/+19
2017-04-01Added ability to change A-star cost functionFabian Mathews4-3/+31
2017-04-01Add '$' to token namesSaggi Mizrahi1-0/+1
It was missing from this array and would cause godot to crash or report bad errors. Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-03-31Add the option to check if input was handledSaggi Mizrahi2-0/+6
When working with a viewport you should call Viewport.input() to pass the input, but if the input was unhandled you might also want to call Viewport.unhandled_input() so that objects in the sub-scene can handle the event. This adds a way to check if the input was handled so that you know whether you should call Viewport.unhandled_input() or not. Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-03-31Initialize hat values for mapping and revert X360 mappings.Jordan Patterson1-2/+7
2017-03-31Fixed WindowDialog not aligning properlyRobert Hernandez4-6/+17
2017-03-30Fixed AtlasTexture being incorrectlyRobert Hernandez3-39/+27
Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an AtlasTexture.
2017-03-30Honor the Tween's final valuesShin-NiL1-0/+1
2017-03-30Add missing binding for DUPLICATE_USE_INSTANCINGPedro J. Estébanez1-0/+1