| Commit message (Collapse) | Author | Age | Files | Lines |
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Took the opportunity to undo the Godot changed made to the
opus source. The opus module should eventually be built in its
own environment to avoid polluting others with too many include
dirs and defines.
TODO: Fix the platform/ stuff for opus.
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As mentioned by upstream, Xiph.Org [0]:
> The Speex codec has been obsoleted by Opus. It will continue to be
> available, but since Opus is better than Speex in all aspects,
> users are encouraged to switch.
[0] http://www.speex.org/
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Add JavaScript eval interface to web export
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libpng: New version 1.6.27
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neccesary for libpng 1.6.27 to work silently
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statically typed languages, should help in the Mono integration.
Disabled by default.
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Also removes a couple wrong Godot headers from third-party source files.
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Fix #3438
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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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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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