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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
2017-04-01Add '$' 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
2017-03-30Honor the Tween's final valuesShin-NiL1-0/+1
2017-03-30Add missing binding for DUPLICATE_USE_INSTANCINGPedro J. Estébanez1-0/+1
2017-03-29Update classes.xml to master version, add a small feature to doc_statusBojidar Marinov2-8544/+9178
2017-03-29Fix polar decomposition in 2D.Ferenc Arn1-2/+2
When performing polar decomposition in 2D as B = R.S, where R is rotation (with determinant +1) and S is scaling, use the convention that reflections are absorbed into S through a reflection around y axis. In 3D, this is done by using a reflection along all three axes, but since the dimensionality is even in 2D, one axis needs to be chosen. Fixes Matrix32::get_rotation and Matrix32::get_scale (which weren't properly fixed in #7445).
2017-03-29WebGL 2 export per WebAssembly or asm.jseska11-434/+268
2017-03-288145 - Mouse Position is unknown until first mouse event on X11 & WinSergey Pusnei2-1/+11
- X11 update input->pos on EnterNotify - X11 & Win call first-time events processing before main initialization
2017-03-27Several enhancements for the tile map editorPedro J. Estébanez1-7/+42
Allow sorting tile palette by name Allow hiding tile ids in tile palette
2017-03-27Include uniform (Shift down) modePedro J. Estébanez1-1/+1
in only-one-Node2D dragging
2017-03-26Remove redundant subfolder in iOS templateRémi Verschelde39-5/+4
2017-03-26SCons: Add option to toggle warnings (on by default)Rémi Verschelde10-18/+27
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)
2017-03-26Input: Remove usage of platform dependent event IDs.Andreas Haas28-186/+104
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...
2017-03-25Update build.gradle.templateRamesh Ravone1-0/+1
Updating project repository, added jcenter() since Android Studio uses it by default. https://www.jfrog.com/knowledge-base/why-should-i-use-jcenter-over-maven-central/
2017-03-24Fixing magnetometer on iOSBastiaanOlij1-2/+2
(cherry picked from commit 4b7d1d8c15747a552b7dff52b0eeda4d3e7cec4e)
2017-03-24Fix bogus s/_md/D_METHOD/ affecting md5 stuffRémi Verschelde1-10/+10
2017-03-24Issue template: Stop discouraging bug reporting on masterRémi Verschelde1-5/+0
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."
2017-03-24Input: Update mouse position on mouse-button events.Andreas Haas1-0/+5
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.
2017-03-24Input: Refactor JOY_* constants.Andreas Haas3-51/+23
**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_*`.
2017-03-24Use atan2 rather than acos in Vector3.angle_to.Ferenc Arn1-1/+1
Fixes #8111.
2017-03-24Cache DynamicFont resource for Androidvolzhs2-1/+26
2017-03-24Fix wrong name for Android exportvolzhs1-3/+3
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!
2017-03-23Make inline blocks in GDScript more pythonicBojidar Marinov1-1/+9
Fixes #8001
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.