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* Little BitsJuan Linietsky2014-08-146-24/+22
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* Fixes from ArielJuan Linietsky2014-08-014-8/+13
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* Small Issues & MaintenanceJuan Linietsky2014-08-0159-135/+6937
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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
* 2D Animation ImprovementsJuan Linietsky2014-07-062-1/+6
| | | | | | | | | -=-=-=-=-=-=-=-=-=--=-=-= -Ability to set 2D nodes as bones -Abity to set 2D nodes as IK chains -2D IK Solver -Improvements in the UI for adding keyframes (separate loc,rot,scale buttons)
* Fixed Bugs & Joypad in AndroidJuan Linietsky2014-07-026-4/+323
| | | | | | | | ================================ -resolved many graphical glitches with multiple lights in GLES2 render -fixes and WIP apk expansion -joystick support for Android by Ariel
* Merge pull request #549 from Felbo/masterreduz2014-06-291-7/+2
|\ | | | | Fixed mouse motion events with captured mouse mode in OS X
| * Fixed mouse motion events with captured mouse mode in OS XJames Emselle2014-06-261-7/+2
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* | Misc FixesJuan Linietsky2014-06-277-74/+337
|/ | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* mouse_mode implementation on OS XJames Emselle2014-06-262-1/+29
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* Import 3D Scene ImprovementsJuan Linietsky2014-06-191-0/+1
| | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=- -If re-importing from the "dependency changed" dialog, edited scene will keep the local changes. -Imported scene will keep track of changes in the source asset -Geometry changes in source geometry or nodes with a different transform will be updated. -Materials will be kept if changed locally. -New nodes added will be kept -If nodes were reparented or renamed, they will still keep track -Deleted notes will be restored, use the -noimp option to avoid this. -In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import. -Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh. Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time. So Please test!!
* More 3D WorkJuan Linietsky2014-06-161-1/+1
| | | | | | | | -=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2014-06-1110-301/+413
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| * Merge pull request #445 from Raventara/masterreduz2014-06-111-0/+14
| |\ | | | | | | added XClassHint to windows in OS_X11::initialize
| | * added XClassHint to windows in OS_X11::initialize for improved window ↵Russell2014-05-221-0/+14
| | | | | | | | | | | | management in x11.
| * | Merge pull request #459 from marynate/PR-diracccess-dir-existsreduz2014-06-114-0/+48
| |\ \ | | | | | | | | Add DirAccess:dir_exist api
| | * | Add DirAccess:dir_exist apimarynate2014-05-254-0/+48
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| * | | 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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| * | | Merge pull request #475 from TheoXD/masterreduz2014-06-111-0/+3
| |\ \ \ | | | | | | | | | | Return an error code when address/port already in use
| | * | | Return an error code when address/port already in useTheo Hallenius2014-05-311-0/+3
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| * | | | Add more callback for Godot.javamarynate2014-06-042-297/+319
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| * | | | Add RAW_ARRAY as valid paramter for java bindingmarynate2014-06-041-0/+23
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* / / / Light Baker!Juan Linietsky2014-06-111-1/+1
|/ / / | | | | | | | | | | | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* | | More 3D ImprovementsJuan Linietsky2014-05-296-38/+75
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -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.
* | | Merge pull request #464 from marynate/PR-fix-android-payment-javareduz2014-05-291-0/+110
|\ \ \ | | | | | | | | GodotPaymentV3.java was accidently deleted in latest commit
| * | | GodotPaymentV3.java was accidently deleted in latest commitmarynate2014-05-281-0/+110
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* / / Add android x86 buildmarynate2014-05-281-16/+39
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* | -Fixed bug in "extends"Juan Linietsky2014-05-242-111/+5
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* | Making Godot Easier to Use..Juan Linietsky2014-05-2416-50/+385
|/ | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -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.
* A bit of everything:Juan Linietsky2014-05-146-7/+49
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* fix z-buffer issues on x11/mesaDeviance2014-05-061-1/+1
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* Lots of 3D improvements:Juan Linietsky2014-05-041-1/+1
| | | | | | | | | | | | | -Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too). -Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed. -Manipulator gizmos are different for edited object and other objects. -Properly highlight manipulator gizmo handles when hovered. -Fixed bugs in fragment program when using more than 1 light together. -Reload png/jpg files automatically in editor if edited externally. -Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios -Added PCF13 to improve smoothness of shadow borders -General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM. -Fixed normal mapping when importing DAE files, works nicely now.
* -Fixes to OpenSSL compilation (more)Juan Linietsky2014-05-011-3/+2
| | | | -Fix bug in GDScript, now static functions can call static functions.
* -OpenSSL FixesJuan Linietsky2014-05-014-8/+8
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* -Added OpenSSL and HTTPS supportJuan Linietsky2014-04-2841-2539/+173
| | | | | -Built-in version of the library for Windows, Android and iOS (other OSs use system one) -Small fixes all around
* add display/resizable support to Linuxadolson2014-04-221-0/+12
| | | add display/resizable support to Linux
* heckJuan Linietsky2014-04-191-1/+1
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* -Fixed viewport stretch bugsJuan Linietsky2014-04-188-11/+46
| | | | | -Fixed input in viewport stretch bugs -Fixed tilemap pixel overlap (really?)
* -Added google play services (needed for some stuff)Juan Linietsky2014-04-146-21/+457
| | | | | | | | | -Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
* -Added google play services (needed for some stuff)Juan Linietsky2014-04-14174-0/+2260
| | | | | | | | | -Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2014-04-106-24/+345
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| * Move onKeyDown/onKeyUp from Godot to GodotViewsanikoyes2014-04-062-10/+16
| | | | | | | | Press 'back' button should not terminate program, normal handle 'back' event in game logic
| * Merge branch 'master' into hotfix-android-unicode-ime-inputsanikoyes2014-04-0694-80/+10431
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| | * Fixed Android crash by adding safety to the hideKeyboard() -function.sikakraa2014-04-061-2/+7
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| * | fix enter keysanikoyes2014-03-132-8/+10
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| * | fix android can't input unicode characterssanikoyes2014-03-135-11/+319
| | | | | | | | | | | | | | | | | | | | | | | | | | | fix hide soft keyboard by press 'back' button, then click current focus text edit/line edit control, soft keyboard won't show again add features: press enter key with line edit control will hide soft keyboard
* | | -Fixed a few bugs in ViewportJuan Linietsky2014-04-104-9/+21
| |/ |/| | | | | | | -Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
* | -Support for changing fontsJuan Linietsky2014-04-0521-25/+1202
| | | | | | | | | | | | | | -Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
* | Merge pull request #229 from marynate/PR-resizable-windowreduz2014-04-051-0/+4
|\ \ | | | | | | Add display/resizable to project setting to prevent windwo from resizing
| * | Add display/resizable to project setting to prevent windwo from resizingmarynate2014-03-271-0/+4
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