| Commit message (Collapse) | Author | Age | Files | Lines |
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Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
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(cherry picked from commit 39114178a0952e9f5efee08e23d73d70f3d8d3db)
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(cherry picked from commit f44ee891beaad397481dd88da41cb80e6539774f)
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- Add 'window' (canvas) resize, maximize and fullscreen
- Implement get_screen_size
- Fix fullscreen resolution
(cherry picked from commit 3e1b437315778a99db669c28277352d7a4e86f36)
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This reverts commit 17422f1f8673ed242771032fd5dc43df89a3b387.
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
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- Implement fullscreen control, get_window_size, get_screen_size
- Fix fullscreen resolution
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- Emit mouse wheel release events
- Set button masks, fixes #5092
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- Implement alert, shell_open, set_window_title
- Add locale lookup, fixes #2477
- Print without color control sequences
- Move get_executable_path implementation to OS_JavaScript
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Fallback to KeyboardEvent property `charCode` is absence of both `key`
and `char` for retrieval of unicode value.
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Scancodes work, but unicode values are now completely broken in some
browser/OS combinations.
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-user:// filesystem implemented
-default template page could look prettier, help appreciated
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-Better template handling
-Voice support
-Stream support
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-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
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