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* Added ability to set custom mouse cursors. Not hardware accelerated yet.Juan Linietsky2015-09-242-0/+11
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* Add OS.get_system_time_msecMaximillian2015-08-062-1/+8
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* draw button focus before text and iconJuan Linietsky2015-06-081-0/+6
| | | | closes #2047
* Complete fix for windows compilabilityest312015-06-071-1/+2
| | | | Thanks @volzhs for testing :)
* Fix windows compilabilityest312015-06-072-17/+5
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* Add OS.get_time_zone_info functionest312015-06-061-0/+30
| | | | | | The returned dictionary maps "name" to the name of the current time zone, and "bias" to a bias from UTC in minutes.
* Add utc param to get_time and get_date methodsest312015-06-062-6/+12
| | | | | | If utc == false, we return the local time, like before. Otherwise, we return UTC time. utc defaults to false to not break behaviour.
* Use local time for both time and date on winest312015-06-061-1/+1
| | | | On unix and nacl, both date and time are expressed in local time.
* ability to run 2D physics in a threadJuan Linietsky2015-05-262-2/+6
| | | | | also, 2D physics is now thread safe too. see physics_2d/thread_model
* fix crash on help, closes #1873Juan Linietsky2015-05-171-1/+6
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* Change windows build to use CFlag /Od so that you get the full debug ↵Antony2015-05-091-1/+1
| | | | experience. Without this flag set, Visual Studio lets you use breakpoints, but the watch and locals is pretty much useless.
* fixes issue #1693 winmain and main unicodeyg2f2015-05-041-82/+25
| | | | makes WinMain() and main() accepts unicode characters into arguments
* Merge remote-tracking branch 'origin/master'Juan Linietsky2015-05-0416-374/+387
|\ | | | | | | | | Conflicts: drivers/windows/dir_access_windows.cpp
| * Merge pull request #1800 from antonyjones67/VSGeneratorJuan Linietsky2015-05-031-0/+6
| |\ | | | | | | Added Visual Studio project generation. Use "vsproj=yes" in command line...
| | * Added Visual Studio project generation. Use "vsproj=yes" in command line. ↵Antony Jones2015-05-031-0/+6
| | | | | | | | | | | | This does not set up NMAKE properly.
| * | Updated copyright year in all headersJuan Linietsky2015-04-1814-373/+373
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| * add missing WM_RBUTTONDBLCLK messagesanikoyes2015-03-251-1/+8
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* | small unicode fixesJuan Linietsky2015-05-041-5/+6
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* window managements functions workJuan Linietsky2015-03-232-19/+102
| | | | but still side-functions, all API needs to be migrated to them
* fixes to new window management APIJuan Linietsky2015-03-222-1/+223
| | | | | | -needs testing on Linux -needs testing on Windows -NEED SOMEONE TO IMPLEMENT IT ON OSX!! PLEASE HELP!
* Merge pull request #1432 from ↵Juan Linietsky2015-03-221-45/+161
|\ | | | | | | | | UsernameIsAReservedWord/fixes_platform_windows_detect_py Fixes platform/windows/detect.py
| * Update detect.pyUsernameIsAReservedWord2015-02-241-1/+1
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| * Update detect.pyUsernameIsAReservedWord2015-02-241-1/+1
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| * fixes platform/windows/detect.pyUsernameIsAReservedWord2015-02-241-45/+161
| | | | | | | | | | | | | | - fixes issue #1298 : under windows, too long `ar` command lines are split into several smaller command lines. - fixes issue #1285 : under linux, cross compiling with Mingw-w64 now generates actual 64bits EXE. - `MINGW32_PREFIX` and `MINGW64_PREFIX` environment variables are also available for Windows. - started to clean-up the remains of previous hacks and workarounds. - added some documentation into the script.
* | New option to send canvas to render bufferJuan Linietsky2015-03-161-0/+1
| | | | | | | | | | allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D.
* | Merge pull request #1437 from Hinsbart/fix_win_joyJuan Linietsky2015-03-021-3/+8
|\ \ | | | | | | fix get joystick name from registry on some systems
| * | fix get joystick name from registry on some systemsHinsbart2015-02-251-3/+8
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* / support for 2D shadow castersJuan Linietsky2015-03-021-2/+2
|/ | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* begin new serialization frameworkJuan Linietsky2015-02-151-1/+0
| | | | also got rid of STL dependency on triangulator
* fixes to mouse warpJuan Linietsky2015-02-141-1/+6
| | | | | | | | | -can warp now from viewport and control, in their respective coordinate systems -warp is now local to the window on Windows and OSX. IF YOU RUN OSX, PLEASE TEST THIS! And make sure it works!, new code is in OS_OSX::warp_mouse_pos. I don't have OSX so i can't test!
* fix get_joy_name() on windowsHinsbart2015-02-122-1/+52
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* Merge pull request #1259 from laganojunior/feature/fix_modifier_key_unpressJuan Linietsky2015-02-091-3/+4
|\ | | | | Modifiers are unset on events for the modifier key itself
| * 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)