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path: root/platform/osx/export/export.cpp
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fix typo in plist exportBastiaanOlij2017-07-141-2/+2
| | | | (cherry picked from commit e735963182e1c5671db54c6753e12b446681cbb2)
* BuildSystem: generated files have .gen.extPoommetee Ketson2017-06-251-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Bring that Whole New World to the Old Continent tooRémi Verschelde2017-03-191-258/+229
| | | | | Applies the clang-format style to the 2.1 branch as done for master in 5dbf1809c6e3e905b94b8764e99491e608122261.
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-181-3/+3
| | | | | | | | The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful. (Manual redo of 49c065d29ca07040c3fd810026121164ad86b247)
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+1
| | | | | | | | | | 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)
* OSX export: Default to fat format, make it an enumRémi Verschelde2016-07-091-21/+27
| | | | | | Since we want to distribute only the fat binary in the official templates, this should make it work out of the box. 32 bits and 64 bits options are still available for people that want them, but will throw an error if the binaries are not in the template zip.
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* Added application/fat_bits property for ↵marcelofg552016-05-251-1/+8
| | | | EditorExportPlatformOSX::EditorExportPlatformOSX
* Move export GUI debug toggle to export settings windoweska2016-04-281-1/+1
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* Add way to look for templates at system wide level tooest312015-11-301-9/+12
| | | | | | | | 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
* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-4/+4
| | | | | | | -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
* -Merged the file server with the live editing and remote debugJuan Linietsky2015-08-061-4/+4
| | | | -It is now really easy to deploy an android build with debug, and debug it
* fix custom export packages for PCDana Olson2014-08-251-2/+2
| | | | also allow custom templates to reside outside of res:// for all platforms
* More 3D ImprovementsJuan Linietsky2014-05-291-4/+4
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -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.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+504