aboutsummaryrefslogtreecommitdiff
path: root/platform/javascript/javascript_main.cpp (unfollow)
Commit message (Collapse)AuthorFilesLines
2015-02-16-Some more work on 2D Lights (NOT FUNCTIONAL YET!)reduz7-1/+349
2015-02-15Fix a shadow declaration.Felix Laurie von Massenbach1-2/+2
2015-02-15Godot UI is quick and snappy again!Juan Linietsky2-2/+56
Changed linked listed sort to use auxiliary memory this fixes user interface performance issues.
2015-02-15fix return value of slide and reflectJuan Linietsky1-2/+2
closes #1311
2015-02-15begin new serialization frameworkJuan Linietsky13-206/+729
also got rid of STL dependency on triangulator
2015-02-14fixes to mouse warpJuan Linietsky7-4/+44
-can warp now from viewport and control, in their respective coordinate systems -warp is now local to the window on Windows and OSX. IF YOU RUN OSX, PLEASE TEST THIS! And make sure it works!, new code is in OS_OSX::warp_mouse_pos. I don't have OSX so i can't test!
2015-02-14-resolved shader set parameter bug, closes #1361Juan Linietsky1-52/+62
2015-02-14New Navigation & Pathfinding support for 2DJuan Linietsky26-2/+3932
-Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)
2015-02-14Replace body_mode property with use_kinematic flag.Carl Olsson4-72/+75
Revert 2D Platformer demo's moving platforms to sprite plus body.
2015-02-13Added body mode property to TileMap to select between static and kinematic ↵Carl Olsson9-223/+339
physics bodies. Kinematic allow use of TileMaps for moving platforms for example. Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too. And in order to fix the tileset I need to activate snapping for collision polygon vertices.
2015-02-12fix get_joy_name() on windowsHinsbart2-1/+52
2015-02-11fixes to HTTPClientJuan Linietsky2-10/+39
-small unchunked files should work properly -blocking mode should work properly
2015-02-11added missing set_shader_param functionsJuan Linietsky3-2/+25
also added code completion hint for shader params
2015-02-10customizable content margin in styleboxesJuan Linietsky1-0/+6
2015-02-10add support for CADisplayLinkRhody Lugo2-0/+40
2015-02-10remove make.batJuan Linietsky1-1/+0
2015-02-10ignore make.batJuan Linietsky1-0/+1
2015-02-10fixes to skinned bufferJuan Linietsky3-7/+17
should avoid targets with large objects using morphs also skinned buffer size is properly customizable on project settings.
2015-02-10Added the default arguments to the binding for ↵Jeffrey Steward1-1/+1
ResourceImportMetadata::add_source to match the c++ version
2015-02-10fix typo in script templateHinsbart1-1/+1
2015-02-10Added get_gui_base to the EditorNode class to allow for import plugins to ↵Jeffrey Steward1-1/+1
create centered Popups. This is the function used by all the built-in import plugins. Without this, the only alternative is to add it to the EditorNode itself which messes up auto-centering and sizing.
2015-02-09Added the ability to add and remove editor import plugins.Jeffrey Steward4-10/+62
2015-02-09ability to customize max render elementsJuan Linietsky2-6/+29
should close #1339
2015-02-04io_scene_dae: fixed invalid variable nameSegey Lapin1-2/+2
2015-02-01Completed more complex formatting.Bil Bas (Spooner)2-65/+423
2015-02-01Completed implementing standard formatting.Bil Bas (Spooner)2-40/+135
2015-02-01changed PolygonPathFinder::get_closest_point to return the closest position ↵romulox_x1-9/+17
inside, rather then the closest vertex
2015-01-31fixed math in Camera::project_positionjaromirhribal1-1/+1
2015-01-27Adjust x11/detect.pysambler1-17/+11
Test if clang is defined in CC/CXX/LD - this allows a specific version of clang to be defined move appending -DTYPED_METHOD_BIND to keep clang options together move sanitize option out of use_llvm test, gcc48+ also supports sanitize=address
2015-01-27fix build on freebsdsambler2-2/+25
Add some needed includes Provide freebsd variation of get_executable_path Provide variation of execv so that either full path or appname to be found within $PATH can be used
2015-01-27Show a confirmation for the revert action.Felix Laurie von Massenbach1-1/+8
2015-01-26Move the Revert Scene menu item to be less intrusive.Felix Laurie von Massenbach1-2/+2
2015-01-25Add a revert menu item.Felix Laurie von Massenbach2-0/+15
2015-01-23Fix init crash on iPad 1st gen device with iOS 5.1.1Maxime CHAPELET1-7/+12
2015-01-22Fix iOS Simulator SDK path for isim platform.Maxime CHAPELET1-1/+1
2015-01-22begin work on lighting system for 2DJuan Linietsky6-1/+180
nothing functional yet, just experimenting with API
2015-01-21fixed world vertex issues in canvas item shaderJuan Linietsky3-9/+9
2015-01-20Fixed bug in 3D materialJuan Linietsky1-3/+6
textures that failed to load should now load again properly
2015-01-20Fixes to texscreen, fixes to white testcubeJuan Linietsky2-6/+17
2015-01-20Visual Shader Editing for 2DJuan Linietsky12-29/+137
Editing 2D shaders with visual editor seems to work now.
2015-01-20Fixed a bug where if a scene hadn't been saved it would find a cyclical ↵Nathan Warden1-5/+9
dependency.
2015-01-20Fix filter options not works in render target texturesanikoyes1-2/+10
2015-01-20Add InputEvent::ACTION get/set support for variantsanikoyes2-0/+26
Add action_press/action_release method bind
2015-01-19Fixed a bug where a user could add a cyclical dependency, causing a crash.Nathan Warden2-1/+29
2015-01-19Color Ramp and Curve Map added to visual shader editing.Juan Linietsky9-10/+1240
Added Color Ramp and Curve Map to shader nodes. Fixed an issue that crashed Godot Editor right when opened.
2015-01-18-intentional breakage of shader graph to fix issues, existing graphs will be ↵Juan Linietsky5-4/+25
broken, sorry :(
2015-01-17Fix whitespace on previous commitManuel Lagang1-1/+1
Choose tabs or spaces, not both!
2015-01-17Modifiers are unset on events for the modifier key itselfManuel Lagang1-3/+4
This patch removes modifiers when processing key events for the particular modifier key. For example, previously a Shift keypress would register as a Shift + Shift modifier event. This would cause issues when a modifier key as the action key in the input map, because unpresses of the modifier key don't match as matching inputs for that action. E.g. if Shift is used as an action, the stored action event is Shift + Shift modifier (as indicated in the editor as "Shift + Shift". The unpress event does not have the Shift modifier set, so the event of unpressing Shift + no modifier doesn't match the action which has the modifier set. This patch removes the shift modifier on just pressing the Shift key down, so the action event is registered as just Shift with no modifier (as indicated in the editor as "Shift"), which matches the unpress event.
2015-01-17ignore and remove .fscache files. closes #1249Dana Olson3-37/+1
2015-01-17fixesDana Olson1-1/+2