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2017-03-24i-patch for Pirate languageRémi Verschelde32-32/+32
Credits to jo_ for the joke and hcorion for finding the typo: <hcorion> Hi all, I was busy translating godot to Pirate, and I noticed a spelling error, on line 1035 in platform/uwp/export/export.cpp it mis-spells certificate as certficate missing the extra i <jo_> hcorion: Nice catch. <jo_> If you make a PR, please call it 'i-patch for Pirate."
2017-03-24i18n: Sync templates and translations with current codeRémi Verschelde31-86168/+85843
Massive diff due to the tools/editor -> editor move. The real changes are the difference between those two:
2017-03-24Fix typos in source code using codespellRémi Verschelde98-182/+180
From https://github.com/lucasdemarchi/codespell
2017-03-24Improved 2D snapping behaviorPedro J. Estébanez2-49/+49
Make snapping affect nodes created by drag & drop Make snapping for a single Node2D refer to its pivot Refactor duplicate drag setup code Replace one occurrence of the old set_pos by set_position
2017-03-24Only assume HiDPI mode if DPI >= 192 and width > 2000Rémi Verschelde2-6/+4
Also fix detection of single-column dock if width < 1200, it only worked with hidpi_mode=auto.
2017-03-24ENet code cleanup and changes from review.Fabio Alessandrelli4-9/+61
2017-03-24Cleanup unused ENet files and updated thirdparty READMEFabio Alessandrelli5-1160/+8
2017-03-24Allow non blocking UDP put_packet in C++.Fabio Alessandrelli7-15/+73
- Add blocking mode option to PacketPeerUDP. - put_packet returns ERR_UNAVAILABLE when operation would block. - ENet module uses non-blocking UDP.
2017-03-24Update ENet module to support custom ENet libFabio Alessandrelli3-9/+31
Keep compatibility with upstream enet libraries
2017-03-23Several fixes to Android exporter and port.Juan Linietsky10-166/+1888
Android seems to be working again!
2017-03-23Explicitly documented that Transform.basis is not necessarily an orthogonal ↵Ferenc Arn3-6/+13
matrix. Also added a check that in axis-angle rotations, axis is a normalized vector, and modified the docs accordingly. Fixes #8113.
2017-03-22Implement warped mouse panning for 2D & 3D editorsPedro J. Estébanez6-3/+35
Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future
2017-03-21Export working (for linux at least)Juan Linietsky5-17/+100
2017-03-21Suppress error messages when using ConfigFile::get_value and a default is givenBojidar Marinov1-2/+7
Fixes #8097
2017-03-21Export template management dialog.Juan Linietsky12-105/+543
Missing download (need to discuss this!)
2017-03-21Fix random crashes when using yield()Pedro J. Estébanez1-1/+1
2017-03-19is_active to is_pausedAlexHolly2-13/+22
rm doc
2017-03-19Travis: Run clang-format static checkRémi Verschelde2-1/+53
Commits or PRs that do not respect the clang-format style that we enforce will fail the test. Adding ubuntu-toolchain-r-test as its libstdc++ is necessary to install libllvm-3.9.
2017-03-19Fix linking order for builtin freetypeRémi Verschelde1-18/+14
Before this change the libfreetype_builtin.a lib would be appended at the very end of the linking flags, after system libs such as -lX11 or -lkernel32.
2017-03-19Input: bind parse_input_event()Andreas Haas3-1/+5
When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree. However, you won't get any of the benefits of the Input singleton: - No InputMap actions will be emitted - The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event. This is fixed by using `Input.parse_input_event(ev)` instead. I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
2017-03-18InputMap: Rename joypad button "PS X" to "PS Cross".Andreas Haas1-1/+1
2017-03-18X11: Don't reset mouse cursor theme.Andreas Haas1-2/+1
On KDE (and possibly others) the "default" cursor theme is actually some system default, not the one you've set in the desktop setting. This was especially annoying when using a white cursor, as Godot would then reset back to a dark one. In my case it was also keeping the cursor from changing its shape.
2017-03-18Make Create New Node dialog resizable and burninate old dialogRay Koopa6-315/+35
2017-03-18android: adding classpath and gradle pluginsRamesh Mani Maran4-1/+21
2017-03-18Editor: Fix "About" dialogAndreas Haas1-6/+5
Use a HBoxContainer instead of hardcoded positions.
2017-03-17Fixed typo in gdscript autocompletion.mbalint121-1/+1
There was a missing '!' sign, but autocompletion shows parent script members too.
2017-03-17Some WebGL 2 and build fixes/clean-upeska2-18/+14
2017-03-15Update mouse position on touch and release events (Android)denis1-0/+2
2017-03-15Remove warning on owner re-assignmentPedro J. Estébanez1-0/+3
2017-03-15Fix redundant connections saved in sub-inheritancePedro J. Estébanez2-21/+28
2017-03-14List Control::has_point as a virtual methodCrazyGuy1082-0/+10
According to Issue #8018, a BIND_VMETHOD macro wasn't present in scene/gui/control.cpp, while it was declared to be a virtual method in scene/gui/control.h. classes.xml was updated to also list this method in Control.
2017-03-14more html5 fixesJuan Linietsky2-2/+6
2017-03-13fixed ClassDB inconsistenciesKarroffel8-23/+23
fixes #7960
2017-03-13WindowDialog: Fix crash when running as ProjectManagerAndreas Haas1-2/+2
Fixes a bug introduced in #7970
2017-03-13Fix drag and drop on 2d viewportvolzhs1-16/+16
2017-03-13Skip asserts on non-debug builds at compiler levelPedro J. Estébanez1-0/+2
2017-03-12fix remove_and_skip()AlexHolly1-7/+8
2017-03-12converted skeletons from uniform to textureJuan Linietsky4-141/+189
2017-03-11Fix connection errors when replacing nodeIgnacio Etcheverry1-2/+5
- Avoid connecting the signals to nonexistent methods - Preserve only persistent connections
2017-03-11Improve directional shadow filtering by using linear interpolationHugo Locurcio1-2/+2
2017-03-10Fixes for TouchScreenButtonPedro J. Estébanez2-8/+16
- getting stuck on pause - handling input when not visible
2017-03-10Fix web export buildeska4-7/+6
2017-03-09Fix node duplication in scene sub-inheritancePedro J. Estébanez3-6/+26
2017-03-08Convert ENetAddress host to 16 bytes to accomote IPv6Fabio Alessandrelli3-13/+19
2017-03-08Add godot socket implementationFabio Alessandrelli2-0/+238
2017-03-08Map POSITION to gl_FragCoord.xy for 2D shadersPedro J. Estébanez3-2/+5
2017-03-06Editor: Dim UI when a WindowDialog is shown.Andreas Haas4-0/+74
Darkens the editor on WindowDialog popup. This adds the following new Editor settings: - interface/dim_editor_on_dialog_popup (true) # Enable/Disable editor dimming - interface/dim_amount (0.6) # Percentage of how much the editor will be darkened (0-1) - interface/dim_transition_time # The duration (in seconds) of the color blending effect (0-1), 0 is instant. Please test this thoroughly, I haven't yet seen a case where it fails to work properly but I'm sure I didn't test all windows of the editor :P
2017-03-06Fix build issue with MSVCRémi Verschelde1-1/+2
windows.h is a mess.
2017-03-06Complement KinematicBody2D fixPedro J. Estébanez1-0/+2
>> which was done at 5fc084c28e912c54bf64645df3e6cf2cd2c30be6
2017-03-05Make that Whole New World great againRémi Verschelde2-2/+5
Fix regression from 5dbf180 that broke Windows build.