| Commit message (Collapse) | Author | Age | Files | Lines |
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(cherry picked from commit 4beeff94335938ba0249aea69c4e47024b08bf64)
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Fix #3438
(cherry picked from commit c48ffed87a189c3543e0bb2a8056f24b5f7d19cb)
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(cherry picked from commit ab4caa79538750d7557308dd4f83d6b17d9bdd22)
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Fallback to KeyboardEvent property `charCode` is absence of both `key`
and `char` for retrieval of unicode value.
(cherry picked from commit 45b90f16ca080c601e6bf7038979eabb6b7eaa3e)
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Scancodes work, but unicode values are now completely broken in some
browser/OS combinations.
(cherry picked from commit 0e9eefb7d4d3d3b10558ade0fea5ea9656a7cace)
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(cherry picked from commit 0a5472e697dee57956c2583a50bc5cf5faada5d8)
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(cherry picked from commit 352db6b17eaed84fef930723a67c6fba40a4b099)
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Copy-paste mistake from the setter most likely.
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Useful for everybody wanting to package godot.
Fixes #1026.
-> Retain the old behaviour: path in error msg only when exporting.
-> User templates override system templates
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This argument is indeed expected to be a volume on a linear scale (not dB),
typically from 0.0 to 1.0, though it can go higher than 1.0.
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
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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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-It is now really easy to deploy an android build with debug, and debug it
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H5 canvas polygon fix
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This reverts commit 9965e93f7eb7297490de597cc8ed8e18b4ba2872.
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This reverts commit 41b729ccff74e5a9154bee7db0d36ffd74641eae.
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Based on inputs from reduz
1) Made etc1 optional driver and default yes.
2) Reverted the hack in rg_etc1.cpp
3) Disabled etc1 for javascript plaform.
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-=-=-=-=-=-=-=-=-=-=
Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.
Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
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also allow custom templates to reside outside of res:// for all platforms
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-=-=-=-=-=-=
-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
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-=-=-=-=-=-=-=-=-=-=
-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
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-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
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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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