Commit graph

15 commits

Author SHA1 Message Date
Rémi Verschelde 7562ce053a Update copyright statements to 2019 2019-06-04 11:41:49 +02:00
Xavier Sellier 692f4250e7 Trying to create a mutex twice 2018-04-16 17:12:40 -04:00
Xavier Sellier 657bf8c1a3 Add check when pausing/unpausing audio OpenSL interface (android) 2018-04-04 14:37:41 -04:00
Xavier Sellier 88e779cd5e Improve android java support
- Use Log.d/Log.w instead of System.printf
- Remove commented code
- Cherry-pick: Manual backport of d698814367
2018-02-22 13:36:34 -05:00
Rémi Verschelde 2712014744 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-02 11:27:24 +01:00
Rémi Verschelde 9d598833d2 Use HTTPS URL for Godot's website in the headers 2017-08-27 14:11:45 +02:00
Rémi Verschelde e9b045d9e5 Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
Rémi Verschelde f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00
Rémi Verschelde d8223ffa75 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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00
Mario Schlack beaa56bff2 Minor code formatting in platform/android 2016-07-21 12:07:01 +02:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
firefly2442 afbb6c064c ran cppcheck, found unused variables 2015-09-16 15:35:30 -05:00
Juan Linietsky fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky a1f715a4da support for 2D shadow casters
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.
2015-03-02 00:54:43 -03:00
Juan Linietsky 31ce3c5fd0 -fix bug in cache for atlas import/export
-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
2014-03-13 22:57:24 -03:00
Renamed from platform/android/audio_driver_android.cpp (Browse further)