Commit graph

437 commits

Author SHA1 Message Date
Blazej Floch
c45f44d856 Local debugger fixes and extensions
- Adds q/quit option to console debugging
- Adds options (variable_prefix)
- Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows)
- Added option to list all breakpoints
- Fixes add/remove breakpoint bug (invalid path parsing)
- Minor cleanup
2018-05-07 23:17:06 -04:00
Max Hilbrunner
a53b08861a
Merge pull request #18541 from profan/fix/win-sleep
Windows: ensure minimum possible timer resolution for sleep
2018-05-05 06:47:13 +02:00
Robin Hübner
8cb1ff9452 windows: ensure minimum possible timer resolution for sleep 2018-05-01 09:58:16 +02:00
Pedro J. Estébanez
de9d40a953 Implement universal translation of touch to mouse
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)

The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.

Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.

*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.

On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.

Plus: Improve/fix tracking of current mouse position.

** Summary of changes to settings: **

- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
2018-04-30 19:03:38 +02:00
Guilherme Felipe
62b835a2cd Fix custom cursor when it's hidden
[Linux] Ensures that the custom cursor will be used when changing to
MOUSE_MODE_VISIBLE. Fix #3086

[Windows] Fix cursor flickering when MOUSE_MODE_HIDDEN.

[Mac] Fix possible cursor flicker when MOUSE_MODE_HIDDEN.
2018-04-09 10:28:20 -03:00
bruvzg
ddae098dee
Experimental support for windows with per-pixel transparency (macOS, X11 and Windows). 2018-04-07 17:11:45 +03:00
Guilherme Felipe
dc57632d66 Remove size restriction for mouse cursor 2018-04-05 15:41:09 -03:00
bruvzg
ad67911f1a
Explicitly set OpenGL profile to core (X11, Windows).
Enable GLES2 on Windows.
2018-03-06 15:53:30 +02:00
Marcelo Fernandez
d780d774aa Clean and expose get_audio/video_driver_* funcs on OS class 2018-03-04 14:18:05 -03:00
Marcelo Fernandez
f8da9550f4 Fixed Windows ignoring minimized/maximized status set by user 2018-02-26 17:38:00 -03:00
Rémi Verschelde
e0f43e0678
Merge pull request #15564 from RandomShaper/adpod-topmost
Add new window setting: always on top
2018-02-14 16:43:40 +01:00
Rémi Verschelde
7d7f8d9e54
Merge pull request #15864 from GodotExplorer/pr-get_unique_id-desktop-impl
Implement more methods for OS on Desktop platforms
2018-02-14 16:11:53 +01:00
Marcelo Fernandez
ea1d726a46 Added OS::center_window to center the window precisely on desktop platforms 2018-02-12 15:45:41 -03:00
geequlim
3be04f73f5 Windows: implement OS.get_unique_id and OS.set_ime_position 2018-01-31 09:40:33 +08:00
Hein-Pieter van Braam
b4d369c887 Implement OS::get_processor_count() for Windows
Current this is hardcoded as '1' for any platform except Unix. The
little is_wow64() dance is required to get correct output on a 32bit
compiled godot running on 64bit Windows according to MSDN.

This code should be UWP safe but I have no way to test that so it's not
implemented for UWP yet.
2018-01-29 16:50:49 +01:00
djgaspa
18e66a28bc Fix remove_dll_directory crash when cookie is null 2018-01-26 12:30:02 +01:00
binbitten
017a8521c0 Fix horizontal scroll for windows platform 2018-01-20 21:15:58 +01:00
Juan Linietsky
554e95747c sorry, accidentally pressed delete before commiting. 2018-01-10 17:55:00 -03:00
Juan Linietsky
0f00384c93 Added middle button doubleclick, fixes #15567 2018-01-10 17:46:41 -03:00
Pedro J. Estébanez
ee2c31d306 Add new window setting: always on top
Implemented for Windows and Linux.
2018-01-05 21:31:04 +01:00
Juan Linietsky
7332da31fc Forced set mouse global position always, hopefully will fix #15354, otherwise out of luck. 2018-01-05 14:33:13 -03:00
Juan Linietsky
6e2ed15ff1 Add support from properly exporting shared objects, needed for GDNative export 2018-01-04 15:43:06 -03:00
Emmanuel Leblond
e315c94900 Change OS::initialize signature to return Error (fix segfault on x11) 2018-01-04 15:15:55 +01:00
Rémi Verschelde
6322b0bbb7
Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursor
Custom hardware-accelerated mouse cursor
2018-01-03 08:35:59 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Guilherme Silva
a392dbdbe3 Add implementation for custom hardware cursor 2017-12-17 13:40:29 -02:00
Juan Linietsky
652c98a7be Add epic hack so vsync can be toggled in run-time from script. Fixes #14458.
Call needs to be routed via visual server to reach the proper thread.
2017-12-16 17:11:02 -03:00
Fabio Alessandrelli
ac7444023e Move windows networking class to drivers/windows/
Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and
StreamPeerWinsock to StreamPeerTCPWinsock.
2017-12-15 18:25:29 +01:00
Rémi Verschelde
fb84b49d87 Fix type mismatch in OS::set_borderless_window
Closes #14663.
2017-12-14 19:16:20 +01:00
Juan Linietsky
f3ad14224e -Add lightmapper
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
2017-12-14 09:01:27 -03:00
Stefano Bonicatti
c067cf2c6a Fixes vsync setting ignored when using a separate thread for rendering
Setting the vsync in the main thread, after the rendering thread starts
and takes the OpenGL context fails, so we need to do that before.
Also, for some reason, the main thread cannot make current the context
anymore.

Fixes #13447
2017-12-09 01:43:23 +01:00
bruvzg
69dca1722f Use run-time dynamic linking for AddDllDirectory and RemoveDllDirectory to support mingw-w64 build and Windows 7 with KB2533623. 2017-12-07 00:20:42 +01:00
Pedro J. Estébanez
6f3343f1ce Remove guards for the now targeted Windows 7+ 2017-12-06 23:47:09 +01:00
Pedro J. Estébanez
d089e688b0 Improve/fix multitouch on Windows
- Fix logic error.
- Track touches to enable defensive handling and releasing on focus out.
- Change comment-out by preprocessor `#if`.
- Track/report coordinates as float.
2017-12-06 23:47:09 +01:00
Juan Linietsky
0243803117 Properly take into consideration that VERTEX must be written to in opaque pre pass, does some speed up to scenes using triplanar. 2017-12-01 08:45:36 -03:00
Bastiaan Olij
4c930f3663 Needed a broader search path flag 2017-12-01 00:34:37 +11:00
Juan Linietsky
9678231b10 Changed the dynamic library open function to allow setting the path of the library to open extra libraries. 2017-11-30 10:00:55 -03:00
Dmitry Koteroff
7f26fba8cb Fixed white screen on editor/game startup by moving window displaying to a bit later phase 2017-11-29 03:49:36 +03:00
Rémi Verschelde
af9c67db0c Allow customizing user:// path (folder in OS::get_data_path())
This allows to specify any valid folder name (including with subfolders) to use
as user:// on all platforms. The folder is constrained to the platform-specific
OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to).

Fixes #13236.
2017-11-26 19:02:32 +01:00
Indah Sylvia
ac92c147c6 Completed bc2e8d99e5 so that windows can be built 2017-11-25 11:12:07 +07:00
Ruslan Mustakov
d42c5646a5 Return and repair file logging
And make it configurable, too.
2017-11-21 16:43:44 +07:00
Rémi Verschelde
6947bed015 Pass engine name and version parts as proper strings
Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
2017-11-20 00:51:14 +01:00
Rémi Verschelde
ecf80fbbba
Merge pull request #12988 from akien-mga/xdg-home-paths
Add support for XDG Base Directory spec
2017-11-20 00:42:51 +01:00
Rémi Verschelde
32c12a92a5 Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).

Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
  ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
  ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
  ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows

So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.

Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.

user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.

For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.

Part of #3513.
2017-11-19 20:54:24 +01:00
Rémi Verschelde
9f134aa5d1 Cleanup old references to GLES2 renderer
There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.

The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-19 17:52:18 +01:00
Rémi Verschelde
73049d115e Rename OS::get_data_dir to OS::get_user_data_dir
Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
2017-11-17 20:55:09 +01:00
Juan Linietsky
d09160a8b6 Make video mode initialization more intuitive, fixes #12022 2017-11-09 13:02:26 -03:00
Juan Linietsky
7715a261d5
Merge pull request #12262 from AndreaCatania/pplug
Physics server plug
2017-11-03 23:39:44 -03:00
AndreaCatania
7a9ca08f16 Implemented physics plug
Moved init_physics

Implemented physics 2D plug

Fix clang

Fix clang

Fix static check

Fix clang

Fix static check

Moved physics server initialization

Moved physics server settings initialization
2017-11-04 03:25:51 +01:00
Rémi Verschelde
87694d1884 Disable logging until the logs location is sorted out
Temporary workaround for #12277.
2017-10-29 15:50:27 +01:00
Marcelo Fernandez
4b695c3bdf OS::execute can now read from stderr too when executing with a pipe 2017-10-03 15:09:04 -03:00
Andreas Haas
132ba0ed97 Merge pull request #11568 from endragor/loggers
Extract logging logic
2017-10-02 23:51:26 +02:00
Marcelo Fernandez
20918587d3 FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trash 2017-09-25 21:49:01 -03:00
Ruslan Mustakov
1a2311e350 Extract logging logic
Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:

 - Extracted logging logic into a separate Logger hierarchy. It allows
   easy configuration of logging mechanism depending on compile-time or
   run-time configuration.

 - Implemented RotatedFileLogger which is usually used with StdLogger,
   providing persistency of logs. It is often important to be able to
   obtain logs of the game even in production to be able to understand
   what happened prior to some problem. On mobile there previously was
   no way to obtain the logs aside from having the device connected to
   your machine.

 - flush() is not performed in release mode for every logged line. It
   is only performed for errors.
2017-09-25 16:19:21 +07:00
letheed
5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Rémi Verschelde
53bbc046ee Merge pull request #11252 from marcelofg55/fix_noaudio_crash
Fix crash when no audio driver is available
2017-09-17 22:48:22 +02:00
Thomas Herzog
7dffed485b Merge pull request #11230 from maxim-sheronov/fix_enum_bindings
Fix enums bindings
2017-09-15 08:43:35 +02:00
Marcelo Fernandez
7a4c0ff35e Fix crash when no audio driver is available 2017-09-13 20:54:55 -03:00
Maxim Sheronov
0fffa45158 Fix enums bindings
Add missed bindings for enums
Move some enums to class to have correct output of api.json
2017-09-13 20:57:07 +03:00
Marcelo Fernandez
83fe937362 Added a crash handler to dump the backtrace on Windows, Linux and OS X 2017-09-13 10:07:23 -03:00
Rémi Verschelde
e73e00d369 Style: Apply clang-format to @reduz's changes
[ci skip]
2017-09-13 09:13:34 +02:00
Juan Linietsky
eb0f9651b3 HiDPI support on Windows.. yes this is all it took. 2017-09-12 11:18:16 -03:00
Hein-Pieter van Braam
8230bf0a2f Remove assignment and declarations in if statements
After discussing with @reduz and @akien-mga it was decided that we do
not allow assignments or declarations in if statements. This PR removes
the instances of this I could find by automated means.
2017-09-08 14:59:15 +02:00
Marcelo Fernandez
8e814774b1 Added new WASAPI driver for Windows 2017-08-27 15:26:15 -03:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Rémi Verschelde
7f49e2a7a0 Merge pull request #10487 from marcelofg55/curscr_as_default
p_screen param from get_screen_* funcs now default to the current screen
2017-08-22 08:12:04 +02:00
Marcelo Fernandez
63f847b306 p_screen param from get_screen_* funcs now default to the current screen 2017-08-21 18:28:29 -03:00
Wilson E. Alvarez
738d2ab969 Removed unnecessary assignments 2017-08-21 15:15:55 -04:00
Rémi Verschelde
2ed87f33cf Workaround missing WM_TOUCH on mingw-w64 < 4.0
Upstream bug report: https://sourceforge.net/p/mingw-w64/bugs/460/
2017-08-18 21:05:19 +02:00
Wilson E. Alvarez
bde864cd30 Removed unused variable 2017-08-17 11:43:44 -04:00
Marcelo Fernandez
51f9bbc556 Fix get_screen_* funcs returning old values after resolution changes on Windows 2017-08-14 14:49:36 -03:00
Rémi Verschelde
3121b3a4f4 Merge pull request #10141 from ISylvox/lower_case_godot_api
Makes all Godot API's Methods lower_case
2017-08-07 14:59:39 +02:00
Indah Sylvia
5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Rémi Verschelde
2bb8ab7b89 Merge pull request #10045 from marcelofg55/audioserver_finish
Fix double finalisation of audio drivers
2017-08-07 11:11:03 +02:00
Bojidar Marinov
7b7c7c8dc0
Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTER
Closes #7695
2017-08-06 16:26:07 +03:00
Marcelo Fernandez
1ca107a057 Fix double finalisation of audio drivers 2017-08-02 11:45:19 -03:00
Rémi Verschelde
878f34d1e1 Merge pull request #9886 from bruvzg/3.0-win-num-enter-fix
Fix Numpad Enter key on Windows (3.0)
2017-07-31 22:59:24 +02:00
Karroffel
135c2112ad added an optional parameter to OS symbol lookup
When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
2017-07-27 11:13:21 +02:00
bruvzg
66d3022516 Fix Numpad Enter key on Windows 2017-07-26 21:35:54 +03:00
Juan Linietsky
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Juan Linietsky
bbada82f80 -Reorganized all properties of project settings (Sorry, Again).
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
Marcelo Fernandez
8bd002edc1 Fixed issues with borderless windows on Windows 2017-07-09 21:48:22 -03:00
George Marques
dd2b7ef747
Fix MouseWheel position on Windows 2017-06-15 13:34:57 -03:00
Juan Linietsky
bcc435094d Restired multithread support in OSX and Windows, should stop the crashes. 2017-06-10 10:15:33 -03:00
alexholly
a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Andreas Haas
9bc5348961
InputEvent: Renamed "pos" property to "position"
Make the naming consistent with other classes.
2017-06-03 11:26:39 +02:00
BastiaanOlij
8b01f9d28f Fix a few issues compiling windows and using VS2015 and earlier 2017-05-23 21:54:19 +10:00
Juan Linietsky
5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Juan Linietsky
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
toger5
304a1f5b5a Implemented scrolling factor for smooth trackpad scrolling
Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
2017-05-07 14:23:56 +02:00
Rémi Verschelde
dd55950b62 Drop EXEC PATHP?? super verbose info message
It seems to give nightmares to Windows users.
2017-04-17 23:39:04 +02:00
Sergey Pusnei
8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Juan Linietsky
ce948ed63b Revert "8145 - Mouse Position is unknown until first mouse event on X11" 2017-04-06 13:08:42 -03:00
Rémi Verschelde
46bc14e66f Merge pull request #8246 from GodotNativeTools/dlscript-module
DLScript module
2017-04-04 00:25:03 +02:00
Karroffel
fd55308786 added dlscript module
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan.

This adds a module to Godot that enables the use of dynamic libraries as a source for scripts.
That also allows third party libraries to be linked to Godot more easily and without creating modules.

For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
2017-04-03 17:20:11 +02:00
Karroffel
2281942fb3 Added methods for opening dynamic libraries to OS 2017-03-29 23:05:15 +02:00
Sergey Pusnei
c79e998d1f 8145 - Mouse Position is unknown until first mouse event on X11 & Win
- X11 update input->pos on EnterNotify
- X11 & Win call first-time events processing before main initialization
2017-03-28 19:18:40 -04:00
Andreas Haas
c0b6756875
Input: Remove usage of platform dependent event IDs.
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
2017-03-26 15:59:32 +02:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Julian Murgia
94103c0c02 Add API to access battery power state
Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
2017-03-04 18:04:29 +01:00
Rémi Verschelde
2d3dd6f6ee Merge pull request #7854 from neikeq/pr-execute-iter
Replace misuse of list iteration
2017-02-26 20:23:10 +01:00
Rémi Verschelde
ca805744fb Merge pull request #7848 from hpvb/fix-7839
Windows: Close audiodriver sooner on exit
2017-02-26 20:18:49 +01:00
Juan Linietsky
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Ignacio Etcheverry
0cd309c5c7 Replace misuse of list iteration 2017-02-20 19:53:14 +01:00
Hein-Pieter van Braam
04e51859f0 Windows: Close audiodriver sooner on exit
In #7839 I see the same error that was fixed in #7833 occuring on the
Windows platform. This moves the audio driver closing to the same place
in OS_Windows::finalize() as it is in OS_X11::finalize()

This fixes #7839
2017-02-19 20:45:17 +01:00
Rémi Verschelde
3cab47adba Merge pull request #7782 from SaracenOne/windows_relative_cursor_fix
Fix relative cursor data in CAPTURED mouse mode on Windows.
2017-02-12 23:26:19 +01:00
Rémi Verschelde
43d947f54b Merge pull request #7771 from Limb/winaudiodriver
Close out audio drivers when exiting on Windows.
2017-02-12 23:24:09 +01:00
Rémi Verschelde
dc5f978f28 Merge pull request #7770 from Limb/removedx9
Removed DX9 Rasterizer in windows
2017-02-12 23:23:34 +01:00
Saracen
523b69771b Fix glitches when sampling relative cursor data in CAPTURED mouse mode on Windows. 2017-02-11 03:54:36 +00:00
Kenneth Lorthioir
bd893f346a Close out audio drivers when exiting.
Prevents a crash when closing the project manager.
2017-02-09 10:40:13 -05:00
Kenneth Lorthioir
091202589c Removed DX9 Rasterizer in windows.
This doesn't seem to be needed anymore and the code to free the unused
rasterizer was throwing a memory violation since it was getting set to a
value somehow.
2017-02-09 10:27:40 -05:00
Kenneth Lorthioir
6961ed21bb Fixed compilation issues with Visual Studio 2017-02-08 18:14:52 -05:00
Ilija Boshkov
1005a56e5a Added focus tracking in X11 and Windows classes, added new confined mouse mode (#7162) 2017-01-25 19:21:41 +01:00
Rémi Verschelde
0a9aee6b1d Merge pull request #7558 from Faless/fix_windows_output
Fix gibberish output for windows/mingw.
2017-01-16 19:28:03 +01:00
Rémi Verschelde
7b059965e8 Adapt platforms to AudioServer refactoring
Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
2017-01-16 19:19:45 +01:00
Fabio Alessandrelli
3df934acad Fix gibberish output for windows/mingw.
%ls should be used instead of %s or %S to speficy narrow/wide charstring
in wprintf fwprintf

Fixes #6252
2017-01-16 18:56:28 +01:00
Juan Linietsky
b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
a97551902e rename Input.get_mouse_speed() to Input.get_last_mouse_speed() 2017-01-13 19:24:28 -03:00
Andreas Haas
d963fa9a01
More fixes to Joypad renaming.
Windows did not compile anymore because DI8DEVTYPE_JOYPAD obviously isn't defined in the directx headers ^^
I also did the same renaming as in #7473 for the windows platform and reverted the changes in the gamepad
mappings.
2017-01-08 23:52:49 +01:00
Juan Linietsky
547a57777b renamed joystick to joypad everywhere around source code! 2017-01-08 17:06:33 -03:00
Rémi Verschelde
6323779596 Windows: Define _WIN32_WINRT to 0x0600 (Vista)
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.
2017-01-08 20:41:26 +01:00
Juan Linietsky
263d5fcff8 Added missing readers writers lock to windows, should compile and run again.. 2017-01-08 11:13:12 -03:00
Juan Linietsky
aa60e02cf6 fixes compilation in windows? 2017-01-08 10:20:23 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
53ce643e52 -Changed memory functions, Memory::alloc_static*, simplified them, made them aligned to 16
-Changed Vector<> template to fit this.
2017-01-06 10:15:44 -03:00
Juan Linietsky
495d059a74 Merge branch 'master' of https://github.com/godotengine/godot 2017-01-05 09:18:03 -03:00
Juan Linietsky
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor 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
2017-01-05 09:16:00 -03:00
BastiaanOlij
55d425807f First set of changes to fix compilation errors and initialise the gles3 renderer for Mac OS X. Still broken at this point. 2017-01-04 23:34:02 +11:00
Rémi Verschelde
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00
reduz
72b844c349 Godot works on Windows again.. 2016-12-21 02:29:58 -03:00
Rémi Verschelde
f28ff8a208 Fix console output for MinGW compilers
Reworked patch from @jay3d (#7116).
2016-11-28 15:12:54 +01:00
ISylvox
b5c383fd61 vsnc --> vsync 2016-11-08 21:06:57 +07:00
George Marques
414d58e6c0
Fix the hiding of mouse cursor before interaction
Fix part of #6633
2016-10-20 20:01:28 -02:00
George Marques
f3102160a1
Isolate XAudio2 driver
Now it's possible to compile for Windows platform if wanted. It's
supported only for Windows 8 or later, so it's not enabled by default.
2016-10-17 20:42:12 -02:00
Rémi Verschelde
f63bf12193 Drop nedmalloc which is apparently not used anymore 2016-10-14 18:21:23 +02:00
Juan Linietsky
1527cf8c0d 2D Shaders are working again using the new syntax, though all is buggy in general 2016-10-10 18:31:01 -03:00
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-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
2016-10-03 21:35:16 +02:00
Rémi Verschelde
90f4e76a46 Merge pull request #6479 from RandomShaper/improve-debug-focus
Improve debug focus behavior
2016-10-03 11:36:01 +02:00
Marc Gilleron
0c09de3ef1 Windows: prevent huge prints from crashing the engine 2016-09-29 03:15:12 +02:00
Pedro J. Estébanez
66dac878ac Improve debug focus behavior
Fix focusing debugged game on Windows
Add re-focusing editor on continue
2016-09-14 04:02:18 +02:00
Mario Schlack
f0b6a242cc Hide the mouse cursor when MOUSE_MODE_CAPTURED is activated. 2016-08-29 13:14:38 +08:00
Rémi Verschelde
fd659e869b Windows: Make alert message box use MB_TASKMODAL
This flag pauses the current running thread, allowing for the user to see the
alert and acknowledge it before the thread continues (and e.g. crashes :)).

Thanks to @SuperUserNameMan for finding it.
Ref: https://msdn.microsoft.com/en-us/library/windows/desktop/ms645505(v=vs.85).aspx
2016-07-26 15:16:45 +02:00
George Marques
7be70c5a3c
Avoid changing position when the window is fullscreen 2016-07-24 12:07:59 -03:00
Rémi Verschelde
b623acb718 Merge pull request #5841 from vnen/fix-windows-wheel
Fix mouse wheel event position on Windows
2016-07-21 17:31:24 +02:00
Rémi Verschelde
d723e5a62f Merge pull request #5560 from vnen/os-request-attention
Add OS.request_attention() for Windows
2016-07-21 17:29:45 +02:00
George Marques
f4c0bc20c3
Fix mouse wheel event position on Windows 2016-07-21 12:14:25 -03:00
Juan Linietsky
28641fd9b8 Merge pull request #5525 from SuperUserNameMan/window_get_latin_kb_variant
windows get_latin_keyboard_variant() implementation and gdscript binding, #5503
2016-07-10 12:41:05 -03:00
George Marques
5c355a63d3
Add OS.request_attention() for Windows 2016-07-05 12:29:08 -03:00
SuperUserNameMan
7a142780f0 windows get_latin_keyboard_variant() implementation and gdscript binding 2016-07-03 19:35:13 +02:00
Andreas Haas
6856c52491 Windows: prevent freeze while moving or resizing the game window.
When moving or resizing the window, Windows spins up a seperate event-loop, effectively blocking the normal one.
To work around this, we're starting a timer that will continue sending WM_TIMER messages which we can use to keep the mainloop running.

fixes #4695
2016-07-01 16:55:53 +02:00
George Marques
bf44275b1a
Fix visual server error when minimizing the window 2016-06-26 18:54:34 -03:00
Juan Linietsky
fc7adf0b4c property output unix seconds since epoch in windows get_system_time_secs, fixes #5155 2016-06-11 14:10:11 -03:00
J08nY
3cfa920982
Windows: Hide mouse on MOUSE_MODE_CAPTURED
Fixes #5051
2016-06-07 12:57:01 +02:00
Juan Linietsky
2420e46b44 vsync support
-works on windows
-may not work on X11, if so please fix
-OSX does not seem to support disabling vsync
2016-06-05 19:14:33 -03:00
Juan Linietsky
007efb6a20 -customizable shortcuts in editor
-editor settings now save to .tres instead of .xml
-buttons can now hold a shortcut
2016-06-04 21:31:47 -03:00
volzhs
9073dc9963 change invalid characters when get user data dir on Windows & Unix
Can't create user data folder when project name has ``\ / : * ? " < > |`` characters on OS_Windows & OS_Unix.
So, change it to ``-`` to be able to make folder.

fixes #4928 and it's altanative to #4986.
2016-06-03 03:39:37 +09:00
Juan Linietsky
4ec2b1434f removed dependency on shcore.dll to get DPI
fixes #4973
2016-06-01 12:43:52 -03:00
Juan Linietsky
4f100f92d8 DPI Detection support
Windows only for now.
Many builds may break (older visual studio, mingw32)
2016-05-29 13:40:21 -03:00
Juan Linietsky
8be2fabbe5 Changed import workflow
-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
2016-05-27 14:19:11 -03:00
Mattias Cibien
4ee2999777 Working even when re-entering window. 2016-05-09 15:46:05 +02:00
Mattias Cibien
0b64b97d41 Cursor hides only in client area
At the moment is however restored when going out and then in again.
2016-05-09 15:18:08 +02:00
Mattias Cibien
8fb7280f39 Fixed behavior of OS.set_window_resizable
Should fix #4428. 
 * Minimize button is not hidden anymore
2016-05-03 15:58:05 +02:00
George Marques
2cd8e86aa0
Implement OS.get_process_ID for Windows
Based on code by @ratsdiov.
Closes #1733
2016-04-29 13:57:57 -03:00
Saracen
6eb4812317 Borderless window support for the Win32 build. Default window position is now also centred. 2016-03-12 16:38:12 +00:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Franco Eusébio Garcia
68e2cd8caa Added constant to retrieve Windows' Documents path
According to MSDN's
documentation (https://msdn.microsoft.com/en-us/library/windows/desktop/bb762181(v=vs.85).aspx),
CSIDL_PERSONAL represents the default path to Windows Document's folder:

"Previous to Version 6.0. The file system directory used to physically
store a user's common repository of documents. A typical path is
C:\Documents and Settings\username\My Documents. This should be
distinguished from the virtual My Documents folder in the namespace. To
access that virtual folder, use SHGetFolderLocation, which returns the
ITEMIDLIST for the virtual location, or refer to the technique described
in Managing the File System."
2016-02-07 15:54:25 -02:00
hondres
df4faf8f33 support horizontal mouse wheel, use in text editor 2016-02-04 17:16:22 +01:00
hondres
f4fa74fe28 remove pc_joystick_map.h 2016-02-01 14:28:53 +01:00
George Marques
f4a39692b9 Change default window size for desktop
Fix #3149
2016-01-24 17:52:33 -02:00
punto-
7393e40452 Merge pull request #3272 from Hinsbart/joy-binding
Add some joystick functions to input. Enables manipulation of mapping…
2016-01-12 03:59:19 -03:00
Rémi Verschelde
7f82c8d7c5 Merge pull request #3230 from touilleMan/issue-55
Remove unnecessary null pointer checks
2016-01-11 12:00:44 +01:00
Juan Linietsky
a120c66f98 -Removed OS.get_system_time_msec(), this is undoable on Windows and also unusable from GDscript due to precision.
-Added, instead an OS.get_system_time_secs(), which is 32 bits friendly, fixes #3143
2016-01-10 18:24:55 -03:00
hondres
c632c13c66 Add some joystick functions to input. Enables manipulation of mappings at runtime 2016-01-08 00:40:41 +01:00
Emmanuel Leblond
cabf923484 Remove unnecessary null pointer checks 2016-01-04 11:46:16 +01:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
hondres
af633c7941 Better gamepad support 2015-12-18 06:12:53 +01:00
Juan Linietsky
cc7880fba5 -added windowed mode with -w, fixes #3020
-changed default windowed resolution to 1280x720
2015-12-12 12:06:53 -03:00
ZuBsPaCe
ce3216429e Added missing \n in script error output. 2015-11-19 15:35:18 +01:00
ZuBsPaCe
a5683def19 Nice error output padding. Code location behind " At: " is now aligned with the error message above. Also removed the dot after the file location. 2015-11-19 15:19:25 +01:00
ZuBsPaCe
42beb83178 Set console background color on windows in SetConsoleTextAttribute, otherwise text background will be black, which looks strange if the terminal color is not black. 2015-11-19 15:19:22 +01:00
ZuBsPaCe
a89c861931 Set output color of ERR_SCRIPT messages to purple. Same as on linux. 2015-11-19 15:19:20 +01:00
ZuBsPaCe
9f9452d023 Removed ANSI error codes from windows terminal error output. Windows does not support them.
See: http://stackoverflow.com/questions/16755142/how-to-make-win32-console-recognize-ansi-vt100-escape-sequences
See: http://stackoverflow.com/questions/22777142/is-there-a-way-to-make-windows-output-ansi-escape-sequences?lq=1
2015-11-19 15:19:18 +01:00
ZuBsPaCe
e23734363e Inconsistent code formatting in print_error (Newlines and spaces) 2015-11-19 15:19:16 +01:00
Juan Linietsky
067c96d26f Merge pull request #2718 from SaracenOne/audio_system_crash_fix
Fixed Audio System Crash
2015-11-18 19:35:22 -03:00
Juan Linietsky
f738906519 Merge pull request #2737 from akien-mga/type-specific-error-output
Display error type (error, warning, script error) in OS::print_error + cleanup error ANSI coloring
2015-11-18 18:58:22 -03:00
Ariel Manzur
8adc4ef65b windows crash and bind placeholder method 2015-11-14 11:14:17 -03:00
Rémi Verschelde
9ab7de243f Fix error messages forcing a white font for subsequent messages
This is achieved using the "no specific formatting" \E[0m tag.
Fixes #2566.

Also remove the hardcoded black background colour and use default bolded terminal font for error message.
Error logs should now look good both on terminals with a dark and light background colour.
2015-11-10 18:30:40 +01:00
Rémi Verschelde
6334895088 Display error type (error, warning, script error) in OS::print_error
Previously all types of errors would be shown as ERROR, thus making for example warnings (WARN_PRINT) somewhat aggressive.
ERROR is displayed in red, WARNING in yellow and SCRIPT ERROR in magenta (though the latter does not seem used so far).
Fixes #1127.
2015-11-10 18:29:34 +01:00
Saracen
e723488aa3 Moved deleting sample player in OS finalize methods to before deleting audio server to prevent crash when exiting. 2015-11-02 16:36:41 +00:00
Juan Linietsky
82a3304458 Added ability to set custom mouse cursors. Not hardware accelerated yet. 2015-09-24 18:06:15 -03:00
Maximillian
6f9a084ac8 Add OS.get_system_time_msec 2015-08-06 10:29:33 -07:00
est31
ddba217109 Complete fix for windows compilability
Thanks @volzhs for testing :)
2015-06-07 16:12:03 +02:00
est31
64704ecbc5 Fix windows compilability 2015-06-07 15:36:14 +02:00
est31
c5338fd6c4 Add OS.get_time_zone_info function
The returned dictionary maps "name" to the
name of the current time zone, and "bias" to
a bias from UTC in minutes.
2015-06-06 05:57:33 +02:00
est31
803069886e Add utc param to get_time and get_date methods
If utc == false, we return the local time, like before.
Otherwise, we return UTC time.
utc defaults to false to not break behaviour.
2015-06-06 05:55:28 +02:00
est31
26ea12a873 Use local time for both time and date on win
On unix and nacl, both date and time are expressed in local time.
2015-06-06 03:23:34 +02:00
Juan Linietsky
9df77d2765 ability to run 2D physics in a thread
also, 2D physics is now thread safe too.
see physics_2d/thread_model
2015-05-26 01:06:05 -03:00
Juan Linietsky
fbbe7dcdfb Merge remote-tracking branch 'origin/master'
Conflicts:
	drivers/windows/dir_access_windows.cpp
2015-05-04 13:24:02 -03:00
Juan Linietsky
7f5b744b92 small unicode fixes 2015-05-04 13:12:05 -03:00
sanikoyes
042ead0e5d add missing WM_RBUTTONDBLCLK message 2015-03-25 10:58:22 +08:00
Juan Linietsky
3cf9490c46 window managements functions work
but still side-functions, all API needs to be migrated to them
2015-03-23 20:47:53 -03:00
Juan Linietsky
23e13ce3c2 fixes to new window management API
-needs testing on Linux
-needs testing on Windows
-NEED SOMEONE TO IMPLEMENT IT ON OSX!! PLEASE HELP!
2015-03-22 19:00:50 -03:00
Juan Linietsky
53e1694e1e New option to send canvas to render buffer
allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
2015-03-16 01:14:59 -03:00
Hinsbart
9229d9d1bb fix get joystick name from registry on some systems 2015-02-25 16:33:08 +01:00
Juan Linietsky
2185c018f6 begin new serialization framework
also got rid of STL dependency on triangulator
2015-02-15 01:21:26 -03:00
Juan Linietsky
d2f86cc09b fixes to mouse warp
-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!
2015-02-14 19:22:06 -03:00
Hinsbart
97e46194f4 fix get_joy_name() on windows 2015-02-12 04:17:29 +01:00
Juan Linietsky
3b3829e002 Merge pull request #1259 from laganojunior/feature/fix_modifier_key_unpress
Modifiers are unset on events for the modifier key itself
2015-02-09 21:31:39 -03:00
Manuel Lagang
a4f40ec3be Fix whitespace on previous commit
Choose tabs or spaces, not both!
2015-01-17 23:06:20 -08:00
Manuel Lagang
fa62125e05 Modifiers are unset on events for the modifier key itself
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.
2015-01-17 22:40:01 -08:00
marynate
9f61a4881e Fix mingw windows build error 2015-01-18 02:08:26 +08:00
the_mech
726d379775 added nvidia optimus enablement 2015-01-17 02:48:35 +01:00
Juan Linietsky
66afddb3e8 -Initial (untested) implementation of 2D shaders. Probably broken, will be fixed later.
-fixed issue of opacity not working
2015-01-11 11:43:31 -03:00
Juan Linietsky
8997084831 2D Rewrite Step [1]
-=-=-=-=-=-=-=-=-=-

-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!
2015-01-10 17:35:26 -03:00
Juan Linietsky
bcf27feb98 New Code Completion
-=-=-=-=-=-=-=-=-=-

-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
2014-12-16 22:31:57 -03:00
Juan Linietsky
e361e8539c -Ability to ask for documents/pictures/etc system dirs.
-Fixes to animationplayer
-fixes to collada importer
2014-12-02 14:02:41 -03:00
Juan Linietsky
e709468bb1 missing navmesh demo and small fixes 2014-11-19 11:33:15 -03:00
Juan Linietsky
6dd8768811 3D Import Import & UDP
-=-=-=-=-=-=-=-=-=-=-

-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
2014-11-12 11:23:23 -03:00
Juan Linietsky
0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*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
2014-11-05 21:20:42 -03:00
Guy Rabiller
8b8e26c0bd - On Windows, Godot now goes fullscreen without video mode change. 2014-10-28 19:55:20 +01:00
Juan Linietsky
048fdc8aea -variables with export in script are now IMMEDIATELY AND ALWAYS visible in 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
2014-09-22 00:50:48 -03:00
Juan Linietsky
11a5ed508b Fixed too many little issues, check the issues closed today. 2014-09-21 01:43:42 -03:00
Juan Linietsky
0a557f3bf5 - more fixes on #672 on windows
- 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 () )
2014-09-19 21:01:41 -03:00
Juan Linietsky
549d344f0f Fixing Issues...
- #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)
2014-09-19 18:39:50 -03:00
Juan Linietsky
357713b261 Merge pull request #573 from marynate/PR-fix-get-data-dir
Make OS_Windows::get_data_dir return unix path
2014-09-17 10:45:06 -03:00
Juan Linietsky
1a2cb755e2 3D Physics and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=

-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!
2014-09-02 23:13:40 -03:00
Juan Linietsky
678948068b Small Issues & Maintenance
-=-=-=-=-=-=-=-=-=-=-=-=-=

-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
2014-08-01 22:10:38 -03:00
marynate
e68c3cb9f2 Make OS_Windows::get_data_dir return unix path to be consistent with get_resource_path 2014-07-06 20:31:39 +08:00
Juan Linietsky
0360b454a4 -Fixed viewport stretch bugs
-Fixed input in viewport stretch bugs
-Fixed tilemap pixel overlap (really?)
2014-04-18 11:43:54 -03:00
marynate
f6e6093ab9 Add display/resizable to project setting to prevent windwo from resizing 2014-03-27 23:16:03 +08:00
sanikoyes
101112d6fd fix-multi-char-ime-input-chinese 2014-03-11 13:21:18 +08:00
Juan Linietsky
9afdb3e0ad -fixed bug in Button now exporting font property
-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.
2014-02-15 02:02:41 -03:00
Juan Linietsky
58cda02a38 -fixed export templates not loading/exporting on Windows
-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
2014-02-13 18:03:28 -03:00
Juan Linietsky
0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00