aboutsummaryrefslogtreecommitdiff
path: root/platform
Commit message (Collapse)AuthorAgeFilesLines
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-0821-290/+290
|
* Windows: Define _WIN32_WINRT to 0x0600 (Vista)Rémi Verschelde2017-01-085-5/+6
| | | | | | | | Passed as a compiler define to be sure it is always define before windows.h is loaded. This means that Godot officially requires Vista API or later, it will not work on Windows XP or earlier. Also fix a bogus check for Windows 7 API.
* x11: Improve logic for cross-dependencies between freetype, zlib and libpngRémi Verschelde2017-01-081-2/+13
| | | | Fixes #7373.
* Added missing readers writers lock to windows, should compile and run again..Juan Linietsky2017-01-081-0/+2
|
* fixes compilation in windows?Juan Linietsky2017-01-081-14/+2
|
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-078-55/+55
| | | | renamed to PoolVector
* Remove bundled glew, obsoleted by gladRémi Verschelde2017-01-062-4/+1
| | | | | Also make Haiku load the glad header for GLES3 too, though I haven't test it.
* Move glad files to thirdparty dirRémi Verschelde2017-01-063-8/+3
|
* -Changed memory functions, Memory::alloc_static*, simplified them, made them ↵Juan Linietsky2017-01-061-4/+0
| | | | | | aligned to 16 -Changed Vector<> template to fit this.
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-052-49/+49
|
* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-054-25/+28
|\
| * Enabled code that requests an OpenGL 3 context.BastiaanOlij2017-01-051-8/+2
| |
| * First set of changes to fix compilation errors and initialise the gles3 ↵BastiaanOlij2017-01-044-17/+26
| | | | | | | | renderer for Mac OS X. Still broken at this point.
* | -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-0514-39/+41
|/ | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-0221-46/+46
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-0217-74/+115
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * now it really works on window for realreduz2016-12-251-1/+2
| |
| * fixed a horrible bug on Windows AMD, scenes saved until now in this branchreduz2016-12-241-1/+1
| | | | | | | | are no longer valid :(
| * Some BRDF fixesJuan Linietsky2016-12-211-1/+1
| |
| * Godot works on Windows again..reduz2016-12-215-21/+26
| |
| * Migrated from GLES to GLAD, fixes many issues.Juan Linietsky2016-11-223-5/+23
| |
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-272-18/+18
| |
| * 2D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky2016-10-101-0/+9
| | | | | | | | general
| * Begining of GLES3 renderer:Juan Linietsky2016-10-0314-33/+41
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Merge pull request #7271 from Faless/ipv6_cleanupRémi Verschelde2017-01-026-45/+40
|\ \ | | | | | | Fixes and improvementes for IPv6 implementation.
| * | IP_Address now handle IPv4 and IPv6 transparentlyFabio Alessandrelli2016-12-092-9/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | IP_Address changes: - Converts to and from String transparently while handling IPv4 as IPv6 mapped (::ffff:[IP]) address internally. - Completely remove AddrType enum. - Setting/Getting of ip array is now only possible through dedicated functions (ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6) - Add function to know if the address is a valid IPv4 (for IP implementation and enet)
| * | Migrate int.IP_TYPE_ constants to IP.TYPE_Fabio Alessandrelli2016-12-094-5/+5
| | |
| * | Move V6ONLY flag selection inside helpersFabio Alessandrelli2016-12-092-16/+0
| | |
| * | Automatically map IPv4 address to IPv6 when neededFabio Alessandrelli2016-12-092-3/+3
| | |
| * | Use an instance variable for ip_type in raw socketsFabio Alessandrelli2016-12-096-18/+22
| | | | | | | | | | | | | | | | | | | | | PacketPeerUDP/StreamPeerTCP/TCP_Server now uses an instance variable to store the selected ip_type (IPv4/IPv6/ANY, where ANY = dual stack). All calls to resolve addresses, sending/receving data, connecting/listening will use that socket type.
| * | Properly handle tcp connection failureFabio Alessandrelli2016-12-091-1/+6
| | |
* | | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-01183-183/+183
| | | | | | | | | | | | | | | | | | | | | | | | 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!
* | | fix for crash when no ALSA or Pulse installed on linuxGustav Lund2016-12-122-0/+7
|/ /
* | Merge pull request #7219 from eska014/separate-asmjsRémi Verschelde2016-12-022-0/+6
|\ \ | | | | | | Fix browser lockups in web export startup
| * | Emit asm.js code into a dedicated file for asm.js exporteska2016-11-302-0/+6
| | | | | | | | | | | | | | | This helps prevent browser lockups during start-up at the cost of having to distribute an extra file.
* | | Merge pull request #7217 from eska014/js-osRémi Verschelde2016-12-023-97/+227
|\ \ \ | |/ / |/| | Work on asm.js and WebAssembly platforms
| * | Add window features in web exporteska2016-11-302-38/+161
| | | | | | | | | | | | | | | | | | - Add 'window' (canvas) resize, maximize and fullscreen - Implement get_screen_size - Fix fullscreen resolution
| * | Fix some mouse bugs in WebAssembly/asm.jseska2016-11-303-5/+17
| | | | | | | | | | | | | | | - Emit mouse wheel release events - Set button masks, fixes #5092
| * | OS additions and fixes for WebAssembly/asm.jseska2016-11-303-54/+49
| | | | | | | | | | | | | | | | | | | | | - Implement alert, shell_open, set_window_title - Add locale lookup, fixes #2477 - Print without color control sequences - Move get_executable_path implementation to OS_JavaScript
* | | Merge pull request #7201 from volzhs/android-alertRémi Verschelde2016-11-284-5/+38
|\ \ \ | | | | | | | | Add alert window on Android
| * | | Add alert window on Androidvolzhs2016-11-284-5/+38
| | | |
* | | | Fix console output for MinGW compilersRémi Verschelde2016-11-281-2/+10
|/ / / | | | | | | Reworked patch from @jay3d (#7116).
* | | Set minimum version to 10.9 building OSXBastiaanOlij2016-11-251-0/+2
| | |
* | | Revert "X11: Fix maximized boot splash"Rémi Verschelde2016-11-231-21/+0
| | | | | | | | | | | | | | | | | | This reverts commit 8d3efe2b7de494c0971d4b7f7af6ed0dc2f4613c. It introduced crashes for some users when trying to capture the XConfigureNotify event.
* | | Merge pull request #7125 from Hinsbart/x11_maximizeRémi Verschelde2016-11-211-0/+21
|\ \ \ | | | | | | | | X11: Fix maximized boot splash
| * | | X11: Fix maximized boot splashAndreas Haas2016-11-161-0/+21
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | When instructing the window manager to (un)maximize a window, the resulting resolution is recieved via an XEvent of type "ConfigureNotify". The problem here was that these events were only handled in the `OS_X11::process_xevents()` method, which is initially called on the first iteration of the main loop. Because of this, the VideoMode still hadn't been updated yet when doing the boot splash setup.
* | | | png: Allow building shared freetype with bundled libpngRémi Verschelde2016-11-192-2/+0
| | | | | | | | | | | | | | | | | | | | | | | | This was the behaviour when building Godot 2.1, which allows to build against Ubuntu 12.04 and its freetype that links old libpng12, while still bundling libpng16.
* | | | Revert "libpng: Fix erroneously linking against libpng12 on old distros"Rémi Verschelde2016-11-192-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This reverts commits 5fa1bb331ad9be31dbfc752c7d19ccf7caeb8fa and ec4be71fade1ee5c6171e323d09197f3bf528499. Looks like Debian/Ubuntu are not even shipping libpng16 nowadays in their stable releases, we'll have to go back to statically linking our own libpng16 to wait for them to stop being 5 years behind everybody.
* | | | libpng: Same fix as previous commit for server platformRémi Verschelde2016-11-191-1/+1
| | | |
* | | | libpng: Fix erroneously linking against libpng12 on old distrosRémi Verschelde2016-11-191-1/+1
| |/ / |/| | | | | | | | | | | This bit us for 2.1.1 binaries built on Ubuntu 12.04 LTS where libpng.pc apparently prioritizes libpng12.