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2017-09-01Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky15-40/+119
#9935, closes #10135
2017-09-01Fix files headerPoommetee Ketson42-43/+42
2017-09-01Disabled PCRE-JIT in HTML5. Fixes #10834Zher Huei Lee1-2/+5
2017-09-01Has_method is already provided by ObjectHein-Pieter van Braam1-1/+0
c812c17633 introduces some extra gdscript bindings for signal discovery and adds a binding for has_method() to Script objects. This method is already provided by the ancestor Object. This fixes the startup message: ERROR: bind_methodfi: Class Script already has a method has_method At: core/class_db.cpp:1178.
2017-08-31Updated Editor Built-In types.Daniel J. Ramirez1-5/+17
2017-08-31Fix special case where KinematicBody fails one way collisions by adding ↵Juan Linietsky3-7/+57
exclusion lists, closes #9729
2017-08-31Fix importer not applying saved default settings on loadRodrigo Troncoso1-1/+1
2017-08-31Fix issues regarding reload of resources in imported scenes. Closes #10017Juan Linietsky11-63/+116
2017-08-31Correct GDnative's godot_string_find_last method nameEmmanuel Leblond2-2/+2
2017-08-31Added setting to toggle auto indentPaulb233-0/+3
2017-09-01Fix typo 'inetria' to 'inertia'Poommetee Ketson2-2/+2
2017-08-31updated import settings loader to 'svg/scale' fixes: #10815toger51-1/+1
2017-08-31changed-"HSlider" -> "VSlider" for focus style fixes #728toger51-1/+1
2017-08-31Fix import dock defaults: Set as default actionsRodrigo Troncoso1-7/+5
2017-08-31fixed update import label in importer docktoger52-0/+10
2017-08-31Fixed return of KinematicBody::_moveJames Beedie1-1/+2
Fixed incorrect normal Added missing collider velocity
2017-08-31Exposed new ClearMode function to Viewport clases, closes #9995Juan Linietsky2-20/+21
2017-08-31unified draw_center naming for (9patch,StyleBoxes)toger56-41/+41
- filled -> draw_center - is_draw_center -> is_draw_center_enabled - get_draw_center -> is_draw_center_enabled
2017-08-31Contributors missing in project manager titleJuan Linietsky1-1/+1
2017-08-31Replace editor font to NotoSans for Latin, Arabic, Hebrew, Thaivolzhs11-40/+145
2017-08-31Fixed problem with non triplanar UV2 mode as described in issue. Closes #9979Juan Linietsky2-2/+2
2017-08-31Update source code pro font to 2.030volzhs2-0/+6
2017-08-31Revert "Fix shader function calls being assignable"Rémi Verschelde1-6/+0
2017-08-31Do not error flood if removing default environment. Closes #9945Juan Linietsky1-0/+4
2017-08-31Adds default directory for default_project_pathpoke10241-1/+1
2017-08-30added setting for icon/font color: auto,dark,lighttoger52-1/+6
2017-08-30added icon updating to most ui elementstoger510-5/+162
2017-08-30renamed light_color to contrast_colortoger51-24/+29
- added tab highlighting - other changes to the theme to make use of contrast color
2017-08-30White Themetoger54-89/+125
- almost all the colors are generated now. They get adapted based on the theme color. All the correct icons are used - error label now uses error color - added missing button colors in editor theme
2017-08-30removed misc/scripts/svgs_2_pngs.pytoger51-139/+0
- deprecated because icon conversion now happens in godot itself
2017-08-30removed svg's in icons/darktoger5588-4194/+0
2017-08-30Implement color conversion for dark SVG iconstoger54-41/+123
2017-08-30added to_ABGR32() to core/Colortoger52-2/+14
2017-08-30moved 'scale import setting' into svg sectiontoger51-1/+1
2017-08-30Fix pre-Lollipop (21) Android debugPedro J. Estébanez1-28/+46
Namely, automatically pick debug over Wi-Fi for devices with an older release and debug over USB otherwise. A message is printed both in editor output window and console (uppercase here) to let the user know about what mechanism is being used and why.
2017-08-30second attempt on fixing the indent glitch.Paulo Gomes1-3/+3
I've reverted the first attempt (https://github.com/godotengine/godot/pull/10653). I was very naive and didn't consider that the glitch happens also if you're not in the first column, ex. if you have 2 tabs and press return in between them. Hope this will solve the problem without messing anything else.
2017-08-30Fix parsing of Android API levelPedro J. Estébanez1-7/+7
And renaming the `Device.release` field to `api_level` for correctness.
2017-08-30Add a new decomposition to Basis.Ferenc Arn2-4/+38
This new decomposition splits the basis into a rotation-reflection matrix and a positive scaling matrix, which is required for physics calculations.
2017-08-30Renderer/Simulator flagsGustav Lund2-2/+23
Now hopefully with correct code style
2017-08-30Fix a crash when an early dialog tries to appearHein-Pieter van Braam1-32/+32
This changes the order of creating some of the dialogs that may appear during project import/startup. It is possible for the 'accept' dialog to be required before it is initialized. This moves all of these dialogs to earlier in the constructor so this can't happen.
2017-08-30Make GDNative work on AndroidRuslan Mustakov22-321/+447
The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
2017-08-30Improved default directional shadow params, added bias split scale, closes #9828Juan Linietsky5-4/+10
2017-08-30Remove 10778 related methods from GDNativeHein-Pieter van Braam2-24/+0
After #10778 master didn't build any longer with GDNative. This removes the methods removed in that PR from the GDNative bindings for Basis also.
2017-08-30AutoUse Pencil on Polygon creationScayze4-0/+18
2017-08-30Disable -ffast-math for etc2compHein-Pieter van Braam2-1/+7
Apparently -ffast-math generates incorrect code with recent versions of GCC and Clang. The manual page for GCC warns about this possibility. In my tests it doesn't actually appear to be measurably slower in this case, and this is used in a batch process so it seems safe to disable this. This fixes #10758 and fixes #10070
2017-08-30Fix GDNative API generator after changes to MethodBindRuslan Mustakov3-20/+25
2017-08-30Add enums in GDNative API generatorRuslan Mustakov1-1/+40
2017-08-29Remove Basis::set_scale and Basis::set_rotation_* functions.Ferenc Arn5-67/+1
Those functions were added in #8277 but they did more harm than good. They're subtle, don't do what people think and requires users to understand the non-uniqueness of polar decomposition. They ended up confusing people. Until we store additional information enough to make a unique polar decomposition, these functions shouldn't be a part of Basis.
2017-08-29Changed defaults, as it seems to be obviousy better to keep materials ↵Juan Linietsky2-3/+3
outside by default..
2017-08-29Added nice icon to show when a file is broken on import.Juan Linietsky4-10/+31