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2017-01-11Dehardcode version major in editor settingsRémi Verschelde2-4/+4
Follow-up on 7474fc133a268eae12b7b89307cb0482e3781820.
2017-01-11Proper inheritance checking when requesting theem resourcesJuan Linietsky3-25/+127
2017-01-11removed stray hashJuan Linietsky1-1/+1
2017-01-11Editor settings file is now versionedJuan Linietsky1-2/+6
2017-01-11Added a BACK notification besides QUIT, so they go in separate channels.Juan Linietsky8-17/+36
2017-01-11using VariantParser to parse engine.cfgJuan Linietsky1-584/+36
2017-01-11Add information about dev communication channelsRémi Verschelde1-1/+16
2017-01-11remove shorteners for server types in scriptJuan Linietsky1-6/+0
2017-01-11fix code generation so it generates Transform2D instead of Matrix32Juan Linietsky1-4/+4
2017-01-11Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky17-93/+50
2017-01-11Type renames:Juan Linietsky266-2468/+2466
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10It is now possible to name layers of different kinds!Juan Linietsky20-44/+90
2017-01-10uses the global thread to protect the instacnes map in GDScript, closes #4615Juan Linietsky2-3/+45
2017-01-10- _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky15-57/+167
use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-10Various corrections in 2D math.Ferenc Arn8-116/+126
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly. Affected code in the Godot code base is also fixed in this commit. The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
2017-01-10Detect bits when building with MinGWIgnacio Etcheverry1-1/+1
2017-01-10FileSystemDock: Collapse folders by default, add context menu with "Expand ↵lonesurvivor2-2/+55
all" / "Collapse all" option.
2017-01-10Few small fixes so tools=no and target=release compilesBastiaanOlij4-5/+13
2017-01-10Remove deprecated Vector2.floorf methodEmmanuel Leblond2-12/+0
2017-01-10Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky48-101/+92
container!
2017-01-10Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky21-95/+481
being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-09Issue template: warn about known unstabilityRémi Verschelde2-10/+19
2017-01-09-Translation text will change automatically for in-game buttons, labels, ↵Juan Linietsky10-31/+72
poups when translation is changed. -Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code -Sorry, editor will not update automatically because it uses a different translatio method.
2017-01-09-All types have editable script now in propertiesJuan Linietsky20-27/+64
-Changed clip to a property in Control which can be set by the user
2017-01-09Fix modulate property bind to Colorvolzhs1-2/+2
2017-01-09Windows: Workaround missing includes in MinGW-w64 < 4Rémi Verschelde1-1/+13
The MinGW-w64 version we have on our Travis build environment (Ubuntu 12.04, mingw-w64 2.0.1, gcc 4.6) is old and has some missing includes in the dependencies of the `tcpmib.h` header [0] [1] [2]. Those were not triggered before 6323779596dea0db7f58afef7d3d3d5588ef20cb probably due to conflicting WINVER definitions which prevented triggering the code specific to >= 0x0600 (Vista). We ensure it won't be triggered by defining the _WIN32_WINNT macro to Windows XP compatibility.
2017-01-09OSX: Revert back to kHIDUsage_GD_JoystickRémi Verschelde1-2/+2
Bug introduced in 547a57777b199f451305a6d4b6ad63fb0b2bd3ed.
2017-01-09Added resources iconsDaniel J. Ramirez97-163/+3206
2017-01-08Added missing node icons, plus some icon changesDaniel J. Ramirez14-24/+281
2017-01-09Add clamp and wrap loop modes for animation tracks.Juan Linietsky6-26/+122
2017-01-08Moved JSON functions to built-in to_json, parse_json, validate_jsonJuan Linietsky10-49/+112
2017-01-09Fixed inertia tensor computation and center of massm4nu3lf23-73/+356
2017-01-08Remove XML format, as promised, for 3.0Juan Linietsky3-3070/+0
2017-01-08Removed Musepack, it's a pretty obsolete format nowadays.Juan Linietsky6-670/+0
2017-01-08Variant INT and REAL are now 64 bits (other types remain at 32)Juan Linietsky9-62/+201
2017-01-08-removed stop mouse and ignore mouse from control, which were confusing, ↵Juan Linietsky20-57/+53
replaced by mouse filter
2017-01-08More fixes to Joypad renaming.Andreas Haas5-38/+36
Windows did not compile anymore because DI8DEVTYPE_JOYPAD obviously isn't defined in the directx headers ^^ I also did the same renaming as in #7473 for the windows platform and reverted the changes in the gamepad mappings.
2017-01-08Removed ratio anchoring (will have to fix multiple 3D views later..)Juan Linietsky7-137/+51
2017-01-08Swapped expand and fill flag bits, so scenes don't save this property by defaultJuan Linietsky2-4/+4
2017-01-08Rename "joypad_linux" class to "JoypadLinux"Andreas Haas4-26/+25
Named this class in GodotCase, so it fits with the rest of the codebase.
2017-01-08PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky43-87/+89
item_pressed, closes #3188
2017-01-08Renamed finished to animation_finished, also passes the animation name when ↵Juan Linietsky4-4/+6
finished
2017-01-08Move tests again from core to mainRémi Verschelde30-2/+3
As advised by @reduz, as tests depend on other libs.
2017-01-08Finish replacement of joystick by joypadRémi Verschelde17-15/+17
Some parts were forgotten in 547a577.
2017-01-08opus: Update to upstream opusfile 0.8Rémi Verschelde5-72/+111
Had missed it in the previous commit as the upstream website is outdated.
2017-01-08Removed the "released" signal from button, it's pointless now that ↵Juan Linietsky1-2/+2
button_down and button_up exist.
2017-01-08Made Variant::NIL printable as "Null". Please everyone be on the lookout of ↵Juan Linietsky2-2/+5
bugs related to assigning an empty variant to a string, and expecting it to be not empty!
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky49-416/+416
2017-01-08Windows: Define _WIN32_WINRT to 0x0600 (Vista)Rémi Verschelde7-16/+9
Passed as a compiler define to be sure it is always define before windows.h is loaded. This means that Godot officially requires Vista API or later, it will not work on Windows XP or earlier. Also fix a bogus check for Windows 7 API.
2017-01-08renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky117-224/+229
differentiated than generalized _input