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| * Fix whitespace on previous commitManuel Lagang2015-01-171-1/+1
| | | | | | | | Choose tabs or spaces, not both!
| * Modifiers are unset on events for the modifier key itselfManuel Lagang2015-01-171-3/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This patch removes modifiers when processing key events for the particular modifier key. For example, previously a Shift keypress would register as a Shift + Shift modifier event. This would cause issues when a modifier key as the action key in the input map, because unpresses of the modifier key don't match as matching inputs for that action. E.g. if Shift is used as an action, the stored action event is Shift + Shift modifier (as indicated in the editor as "Shift + Shift". The unpress event does not have the Shift modifier set, so the event of unpressing Shift + no modifier doesn't match the action which has the modifier set. This patch removes the shift modifier on just pressing the Shift key down, so the action event is registered as just Shift with no modifier (as indicated in the editor as "Shift"), which matches the unpress event.
* | Fix mingw windows build errormarynate2015-01-181-0/+4
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* added nvidia optimus enablementthe_mech2015-01-171-0/+3
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* -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky2015-01-111-1/+1
| | | | | | fixed later. -fixed issue of opacity not working
* 2D Rewrite Step [1]Juan Linietsky2015-01-103-6/+6
| | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* -added new code completion guess locations, closes #1032Juan Linietsky2015-01-031-0/+21
| | | | -moved commandline fix to mingw-only, should fix #1064
* New Code CompletionJuan Linietsky2014-12-161-1/+2
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* -Ability to ask for documents/pictures/etc system dirs.Juan Linietsky2014-12-022-0/+44
| | | | | -Fixes to animationplayer -fixes to collada importer
* missing navmesh demo and small fixesJuan Linietsky2014-11-191-1/+1
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* NavMeshJuan Linietsky2014-11-171-0/+2
| | | | | | | | | -=-=-=- -Fixed NavMesh API -New NavMesh demo -Support for animated Particles2D -Fixes for native video playback on iOS
* UDP FixesJuan Linietsky2014-11-132-6/+44
| | | | | | | | | | | | | | -=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did.
* 3D Import Import & UDPJuan Linietsky2014-11-124-0/+221
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* Bug FixesJuan Linietsky2014-11-021-0/+10
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* - On Windows, Godot now goes fullscreen without video mode change.Guy Rabiller2014-10-281-2/+5
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* -Much improvement to baked light bakerJuan Linietsky2014-10-271-1/+1
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* -Rasterizer supports meshes with both skeletons and blend shapesJuan Linietsky2014-10-091-0/+3
| | | | -Collada exporter supports Blend Shapes (even on actions via set driven keys)
* Fix windows build issue by moving libraries from LIBS to LINKFLAGS; Remove ↵marynate2014-10-082-2/+3
| | | | redundant .exe surfix on windows
* Build System ChangesJuan Linietsky2014-10-072-49/+54
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= 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.
* -variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky2014-09-222-23/+51
| | | | | | | | | | | properties (#718) -WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel
* Fixed too many little issues, check the issues closed today.Juan Linietsky2014-09-211-1/+1
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* - more fixes on #672 on windowsJuan Linietsky2014-09-192-1/+16
| | | | | | - added #660, but need help on osx, help please I don't have a mac! - fixed #667 and #668 (eol detection in comments) - added #670 (hint when using method without () )
* Fixing Issues...Juan Linietsky2014-09-191-1/+5
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
* Merge pull request #573 from marynate/PR-fix-get-data-dirJuan Linietsky2014-09-171-1/+1
|\ | | | | Make OS_Windows::get_data_dir return unix path
| * Make OS_Windows::get_data_dir return unix path to be consistent with ↵marynate2014-07-061-1/+1
| | | | | | | | get_resource_path
* | 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* | 3D Physics and Other StuffJuan Linietsky2014-09-023-16/+93
| | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* | Small Issues & MaintenanceJuan Linietsky2014-08-012-11/+42
|/ | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
* Merge pull request #460 from marynate/PR-static-mingw-buildreduz2014-06-111-4/+6
|\ | | | | Static mingw windows 32bit build - In any case, i think this depends on the version of mingw you have installed.
| * Static mingw windows buildmarynate2014-05-261-4/+6
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* | Return an error code when address/port already in useTheo Hallenius2014-05-311-0/+3
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* Making Godot Easier to Use..Juan Linietsky2014-05-241-2/+2
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* -OpenSSL FixesJuan Linietsky2014-05-011-1/+1
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* -Added OpenSSL and HTTPS supportJuan Linietsky2014-04-281-1/+2
| | | | | -Built-in version of the library for Windows, Android and iOS (other OSs use system one) -Small fixes all around
* heckJuan Linietsky2014-04-191-1/+1
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* -Fixed viewport stretch bugsJuan Linietsky2014-04-182-0/+9
| | | | | -Fixed input in viewport stretch bugs -Fixed tilemap pixel overlap (really?)
* Add display/resizable to project setting to prevent windwo from resizingmarynate2014-03-271-0/+4
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* Merge pull request #187 from marynate/PR-fix-windows-utf8reduz2014-03-121-1/+29
|\ | | | | Fixed bug: Godot wont start in windows when inside non-ascii directory
| * remove unnecessary error check when converting ascii to unicodemarynate2014-03-111-5/+2
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| * Convert windows main entry arguments to UTF8; Set locale to system default ↵marynate2014-03-111-1/+32
| | | | | | | | | | | | for locale-awared console output; memery clearnup
* | fix-multi-char-ime-input-chinesesanikoyes2014-03-111-0/+22
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* Fix for 64Bit builds with VC from command lineVinzenz Feenstra2014-02-221-2/+2
| | | | | | | | | | | | Previously builds for 64 Bit targets on the x64 Native Tools Command Prompt failed while trying to link the 64Bit build godot objects with 32Bit vc libraries. This was due to wrong library directories. Since there are the environment variables INCLUDE and LIB which are containing the correct paths this patch uses those now to fix the linking issue. Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
* Merge pull request #107 from bscranton/masterokamstudio2014-02-201-2/+3
|\ | | | | Windows StreamPeerWinsock::set_nodelay implementation
| * windows StreamPeerWinsock::set_nodelay implementationBenjamin Scranton2014-02-171-2/+3
| | | | | | | | | | | | StreamPeerWinsock::set_nodelay was a no-op. Copied the code from the POSIX implementation because it is also correct on Windows per http://msdn.microsoft.com/en-us/library/windows/desktop/ms740476%28v=vs.85%29.aspx.
* | wtfJuan Linietsky2014-02-191-1/+3
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* -fixed bug in Button now exporting font propertyJuan Linietsky2014-02-152-2/+16
| | | | | | | | -made GUI Theme editor usable -editor does not allow to export or create .pck in the same path as a project -changed .pck format (lacked support for versioning so couldn't change it), previous was causing crashes and is now incompatible, just re-export. -will not look for .pck files recursively, was causing unexpected behaviors -fixed execution of Godot in paths with non unicode characters in Windows, OSX and Linux.
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2014-02-131-3/+4
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| * Fixed build rule file for proper MSVC release buildmarynate2014-02-111-3/+4
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* | -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-131-2/+8
|/ | | | | | | | | | | | -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