Commit graph

538 commits

Author SHA1 Message Date
Kostadin Damyanov e0e54ea7d4 Merge remote-tracking branch 'upstream/master' 2015-06-26 21:35:47 +03:00
Kostadin Damyanov 7ad89c7e83 Haiku: implement some more window-related methods 2015-06-23 21:22:12 +03:00
James McLean 2f33f820e9 Fixed compilation error on MacOS X. 2015-06-22 00:56:49 -04:00
Kostadin Damyanov 174df9a276 Haiku: add support for mouse wheel 2015-06-21 22:18:27 +03:00
Kostadin Damyanov 6f48ddc61d Haiku: add some screen and window-related methods 2015-06-21 02:08:31 +03:00
Kostadin Damyanov b59e95ce1c Haiku: implemet get_widow_size() get/set_window_position() 2015-06-20 15:35:54 +03:00
Kostadin Damyanov d44dfc2440 Haiku: cleanup, add TODOs 2015-06-20 03:43:11 +03:00
Kostadin Damyanov 93ac4ace0a Haiku: handle the quit request message 2015-06-20 01:59:32 +03:00
Kostadin Damyanov 0038e27fc3 Merge remote-tracking branch 'upstream/master' 2015-06-18 22:48:29 +03:00
Kostadin Damyanov f10eb8ffa1 Haiku: implement get_mouse_pos() and get_mouse_button_state() 2015-06-18 22:41:33 +03:00
Kostadin Damyanov 2102d35e9c Haiku: read the status of the key modifiers and mouse buttons 2015-06-17 22:27:45 +03:00
Kostadin Damyanov 1505d65ac9 Haiku: handle mouse movement and click events 2015-06-16 21:52:24 +03:00
Juan Linietsky 4e46143499 some optimizations in godot memory handling 2015-06-12 18:27:48 -03:00
Kostadin Damyanov 8df3e30abd Haiku: create a GL context and initialize the audio and physics servers 2015-06-11 22:57:41 +03:00
Juan Linietsky c76900beb8 draw button focus before text and icon
closes #2047
2015-06-08 10:36:27 -03:00
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
Juan Linietsky 8d61817293 Merge pull request #2037 from est31/use-local-win
Time zone support
2015-06-07 00:32:29 -03:00
Juan Linietsky dac398ba58 Merge pull request #2017 from Razzlegames/multitouch_fix_1908
Additional Fix for Multi-touch release problem
2015-06-07 00:29:46 -03:00
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
romulox_x ef173a2c9c improved calculation of screen resolution on ios 2015-06-03 21:57:33 -07:00
Kyle Luce 77461a126e Additional Fix for Multi-touch release problem
- Was duplicating the functionality of event.getActionIndex() but was missing the bitmask.
- Switched back to getActionIndex() but kept the corrected getPointerId() from
  change #1980

https://github.com/okamstudio/godot/pull/1908
2015-05-31 19:37:19 -07:00
Kostadin Damyanov 8130707e01 Haiku: start implementing the os-dependant stuff 2015-05-30 00:57:07 +03:00
Kostadin Damyanov db459fba1d Haiku: fix build, link with libGL and libGLEW 2015-05-29 23:36:48 +03:00
Kostadin Damyanov 513d509783 Haiku: enable building with GLES 2015-05-28 03:42:40 +03:00
Kostadin Damyanov 8dd674d639 Haiku: enable debug support 2015-05-28 00:59:41 +03:00
punto- 70edfcdc8d Merge pull request #1966 from romulox-x/iosServicesAdditions
Improved iOS Game Center functions
2015-05-26 11:41:56 -03:00
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
Kostadin Damyanov a553327043 Haiku: some small fixes 2015-05-25 06:34:16 +03:00
Kostadin Damyanov 826f8af1ef Haiku: link with the haiku libs, stub the OS_Haiku class. 2015-05-25 06:02:55 +03:00
Kostadin Damyanov 4e07a2dea8 Haiku: fix building with UNIX_ENABLED. 2015-05-25 03:49:24 +03:00
Kostadin Damyanov 4a56f72f5b Haiku: Initial support. 2015-05-24 23:22:51 +03:00
romulox_x 95cd9b1ad5 added response event for game center overlay closing 2015-05-23 23:22:20 -07:00
romulox_x 94638e7bfe added data to descriptions dictionary that was missing. Made the elements that sound weird as plurals consistently singular. changed int arrays to bool arrays in descriptions 2015-05-23 19:04:02 -07:00
romulox_x 93e797f164 Fixed null pointer bug in ios store. added functions to game center to reset the user's achievements, request all the achievements they've made progress on, request descriptions of all possible achievements, and show the built in game center overlay. Upgraded all (I think) deprecated functions to ios 6 versions. as per discussion with reduz on IRC, ios 6 is now the official lowest supported iOS version. compatibility could be added, but it's so obsolete, it's tough to argue for continuing to support it. some naming of functions and dictionary parameters might need to change. I just named them whatever made sense to me :) 2015-05-23 03:17:52 -07:00
Rémi Verschelde 5f0bb18d55 Fix building release target with debug symbols
This forced the -g2 CCFLAG in release builds, making them relatively heavy.
Fixes #1781.
2015-05-22 22:19:16 +02:00
Juan Linietsky f220183e40 fix a crash situation when starting a thread and other small fixes 2015-05-18 12:45:53 -03:00
Juan Linietsky 6e85ee3a43 fix crash on help, closes #1873 2015-05-17 14:17:57 -03:00
vipsbpig bc3afc8ed8 fix multitouch release problem 2015-05-15 12:40:34 +08:00
Antony 9e14f971bc Change windows build to use CFlag /Od so that you get the full debug experience. Without this flag set, Visual Studio lets you use breakpoints, but the watch and locals is pretty much useless. 2015-05-09 15:46:59 -06:00
Juan Linietsky c99813dc38 Merge pull request #1826 from eehrich/master
Reviewed compiler warnings: fixed some bugs and formal stuff. (2nd try)
2015-05-07 20:02:54 -03:00
Ricardo Pérez 979b931995 Better OS X fullscreen support, without the nasty startup effect 2015-05-06 12:53:55 +02:00
punto- fbd9839131 Merge pull request #1818 from ricpelo/ricpelo-patch-5
Really fixes fullscreen mode in OS X, even during startup
2015-05-06 04:36:57 -03:00
ehriche 897a1aade5 optional formal changes 2015-05-06 01:22:31 +02:00
Ricardo Pérez 1d619fad86 Really fixes fullscreen mode in OS X, even during startup 2015-05-05 12:02:47 +02:00
yg2f 43c41fc9f9 fixes issue #1693 winmain and main unicode
makes WinMain() and main() accepts unicode characters into arguments
2015-05-04 20:26:49 +02:00
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
Juan Linietsky c631d597ad Merge pull request #1792 from swenner/static_analysis_fixes
Static analysis fixes
2015-05-03 22:53:30 -03:00
Juan Linietsky 795ccf0e14 Merge pull request #1800 from antonyjones67/VSGenerator
Added Visual Studio project generation. Use "vsproj=yes" in command line...
2015-05-03 22:52:20 -03:00
Antony Jones 2a4da03f10 Added Visual Studio project generation. Use "vsproj=yes" in command line. This does not set up NMAKE properly. 2015-05-03 15:18:56 -06:00
Simon Wenner bd08cd7fd2 fixed broken comment block 2015-05-03 02:04:30 +02:00
Juan Linietsky 524d9fad59 -fixed godot icon for android
-added a genname option to generate the name of android app
2015-05-01 23:21:27 -03:00
Juan Linietsky 61e90385f6 -option to select arm and x86 architectures on android export (will not work with current templates, you have to make new and include both x86 and arm support) 2015-05-01 22:45:32 -03:00
Juan Linietsky 1e422941c8 -Fixed android export options (screen sizes, orientation should work)
-added functions to get mouse position in CanvasItem
2015-05-01 21:13:20 -03:00
Juan Linietsky 4804462ee0 -Fixes from source code analyzizer, closes #1768 2015-05-01 10:44:08 -03:00
Juan Linietsky 21939ce08b -some cleanups
-added tesselation function to curve and curve2d
2015-04-30 10:06:18 -03:00
Juan Linietsky c6dce44dd8 fixes in handling of DirAccess for resource path on Android, fixes #1447 2015-04-28 09:38:07 -03:00
Juan Linietsky 59154cccf9 -Changed Godot exit to be clean.
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky 1de1a04b78 -fix local and global usage for DirAccess, fixes #791
please test anyway..
2015-04-18 20:11:33 -03:00
Juan Linietsky fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky b56badf77b -Added android immersive mode, fixes #303 2015-04-17 16:18:46 -03:00
Juan Linietsky 2dfa1279ea improved save path error messages for scene, textures and audio, fixes #1514 2015-04-12 16:45:59 -03:00
Juan Linietsky 87c51b6fc0 Modified OSX11 to try alternative audio drivers if pulseaudio does not work or user dislikes lennart potering , fixes #1511 2015-04-12 16:11:26 -03:00
Juan Linietsky b135cdbf05 Merge pull request #1531 from vkbsb/h5_canvas_polygon_fix
H5 canvas polygon fix
2015-04-07 20:22:58 -03:00
Juan Linietsky b989498004 Merge pull request #1568 from sanikoyes/Pr-missing-WM_RBUTTONDBLCLK
Pr-missing-WM_RBUTTONDBLCLK
2015-04-07 20:17:32 -03:00
Martho42 7a2698bb44 Fixes the accelerometer
Resolves the issue of the accelerometer behaving differently across devices with landscape as default and devices with portrait as default.
2015-04-04 17:03:56 -07:00
Anton Yabchinskiy 16746f157f Merge branch 'master' of github.com:okamstudio/godot 2015-04-04 09:31:21 +03:00
Juan Linietsky 42d41a3fbc wrong function, changing.. 2015-04-02 15:03:14 -03:00
Juan Linietsky 8ea7e3e2b1 javascript build fix 2015-04-02 14:54:36 -03:00
Juan Linietsky 68e42f53ba Beta1 Attempt #1
-=-==-=-=-=-=-=-

-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
2015-04-02 12:59:23 -03:00
Ariel Manzur ebd743f7c2 Merge branch 'master' of https://github.com/okamstudio/godot 2015-04-02 01:35:12 -03:00
Ariel m 7c1d516c01 fullscreen thing 2015-04-02 01:32:02 -03:00
Juan Linietsky ed2a24ef21 solved color depth issues on osx 2015-04-01 12:39:54 -03:00
Juan Linietsky 3920c497b3 Option in Android export to use 32 bits buffer. 2015-03-31 19:02:40 -03:00
Juan Linietsky 7fc4059b13 read depth fixes 2015-03-31 17:57:16 -03:00
Juan Linietsky ad634876b5 fixes for light2d in androids that do not support
read depth
2015-03-31 14:59:28 -03:00
reduz 7f8a0cddcf fixes to shader to get most new demos working on mobile 2015-03-25 22:56:35 -03:00
sanikoyes 042ead0e5d add missing WM_RBUTTONDBLCLK message 2015-03-25 10:58:22 +08:00
steve a6f6bd85f9 fixed build error on OSX from new WM code 2015-03-23 22:07:03 -07:00
steve e3957e32de fixed iphone build with new window manamenet changes 2015-03-23 18:55:45 -07:00
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 0245d4a2b0 oops, fucntion was there twice 2015-03-23 16:12:59 -03:00
Juan Linietsky 8db3922f56 small android fix 2015-03-23 14:15:11 -03:00
Juan Linietsky 7ad7f2f6a9 android fixes, please test
(can' t build android atm)
2015-03-23 11:31:23 -03:00
rollenrolm ca0b3ce1f6 New API: build fixes for x11 2015-03-23 01:31:38 +01:00
Juan Linietsky c68563aeb4 Merge pull request #1542 from jotson/wmclass
Reverted change to classHint
2015-03-22 19:18:44 -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
John Watson 182c86de3f Reverted change to classHint
Using `char wmclass[] = "Godot"` causes `xprop` to report the
following for WM_CLASS:

`WM_CLASS(STRING) = "\200\326\322\365\377\177", "\200\326\322\365\377\177"`

This makes the Unity window manager fail to connect the running app
with the icon on the launcher.
2015-03-22 14:05:24 -07:00
Juan Linietsky 15bee515e6 Merge pull request #1487 from hurikhan/x11-window-management
X11 window management
2015-03-22 15:10:50 -03:00
Juan Linietsky f6e537b08f Merge pull request #1432 from UsernameIsAReservedWord/fixes_platform_windows_detect_py
Fixes platform/windows/detect.py
2015-03-22 15:01:27 -03:00
rollenrolm db0a71fc58 New option to show/hide hidden files 2015-03-21 18:33:32 +01:00
V.VamsiKrishna eb3c88b3dd Revert "Revert "Removing etc1 from build for javascript platform.""
This reverts commit 9965e93f7e.
2015-03-20 11:47:56 +05:30
V.VamsiKrishna 9965e93f7e Revert "Removing etc1 from build for javascript platform."
This reverts commit 41b729ccff.
2015-03-20 11:12:13 +05:30
V.VamsiKrishna 41b729ccff Removing etc1 from build for javascript platform.
Based on inputs from reduz
1) Made etc1 optional driver and default yes.
2) Reverted the hack in rg_etc1.cpp
3) Disabled etc1 for javascript plaform.
2015-03-20 10:18:13 +05:30
V.VamsiKrishna 72895ddecf Replacing spaces with tabs 2015-03-20 07:47:06 +05:30
V.VamsiKrishna 1d45cd0ff1 Fix Javascript build. 2015-03-19 10:31:36 +05:30
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
Anton Yabchinskiy 43713810de Merge branch 'master' of https://github.com/okamstudio/godot 2015-03-10 11:44:40 +03:00
hurikhan 52a4e8495c fix introduced bug 2015-03-08 04:24:21 -05:00
hurikhan 87be945d49 Merge remote-tracking branch 'upstream/master' into x11-window-management 2015-03-08 15:10:48 +08:00
Juan Linietsky 2c2894ceb6 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/gdscript/gd_tokenizer.cpp
	scene/resources/shader_graph.h
2015-03-03 14:41:36 -03:00
Juan Linietsky 4d2198110b merges from okam repo 2015-03-03 14:39:13 -03:00
Juan Linietsky 440cc5e4b6 Merge pull request #1437 from Hinsbart/fix_win_joy
fix get joystick name from registry on some systems
2015-03-02 01:00:56 -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
Hinsbart 9229d9d1bb fix get joystick name from registry on some systems 2015-02-25 16:33:08 +01:00
UsernameIsAReservedWord b3976ec14c Update detect.py 2015-02-24 22:38:49 +01:00
UsernameIsAReservedWord fde7f11a55 Update detect.py 2015-02-24 22:31:18 +01:00
UsernameIsAReservedWord 84905809a1 fixes platform/windows/detect.py
- 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.
2015-02-24 22:28:51 +01:00
Anton Yabchinskiy 19a99afa81 Merge branch 'master' of https://github.com/okamstudio/godot 2015-02-20 13:41:37 +03:00
Juan Linietsky 5ef3f7392f support for light and normal mapping in 2D 2015-02-18 19:40:02 -03:00
greay ef565b9778 fix for “no viable conversion from 'NSPoint' (aka '_NSPoint') to 'CGPoint'” build error on OS X 2015-02-17 19:19:29 -08:00
Anton Yabchinskiy e024ff89b2 Merge branch 'master' of https://github.com/okamstudio/godot 2015-02-17 15:57:24 +03:00
hurikhan f5d2e1f42c Renamed EXPERIMENTAL_WM_API to NEW_WM_API 2015-02-15 18:26:49 +08:00
hurikhan ee81d4b359 Merge remote-tracking branch 'upstream/master' into x11-window-management 2015-02-15 17:49:34 +08:00
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
hurikhan a13e180052 Merge remote-tracking branch 'upstream/master' into x11-window-management 2015-02-12 15:58:29 +01:00
hurikhan df7d26ff5b cleanup + MouseGrab 2015-02-12 15:58:00 +01:00
Hinsbart 97e46194f4 fix get_joy_name() on windows 2015-02-12 04:17:29 +01:00
Rhody Lugo d67e866788 add support for CADisplayLink 2015-02-10 22:10:10 -04:30
Juan Linietsky f53b27dca3 Merge pull request #1300 from umxprime/fix/ios-init-crash
Fix init crash on iPad 1st gen device with iOS 5.1.1
2015-02-09 21:38:43 -03:00
Juan Linietsky b1ec72a799 Merge pull request #1299 from umxprime/fix/isim-sdk-path
Fix iOS Simulator SDK path for isim platform.
2015-02-09 21:38:38 -03:00
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
sambler 8baa00a6e4 Adjust x11/detect.py
Test if clang is defined in CC/CXX/LD - this allows a specific version of clang to be defined
move appending -DTYPED_METHOD_BIND to keep clang options together
move sanitize option out of use_llvm test, gcc48+ also supports sanitize=address
2015-01-27 20:40:17 +10:30
Maxime CHAPELET f9d63a7683 Fix init crash on iPad 1st gen device with iOS 5.1.1 2015-01-23 11:27:53 +01:00
Maxime CHAPELET f7b00960dd Fix iOS Simulator SDK path for isim platform. 2015-01-22 22:19:45 +01:00
hurikhan 94d94a0855 * fix compilation without scons experimental_wm_api=yes
* Extended the demo with an addional MouseGrab Test
2015-01-22 01:14:50 +09:00
Anton Yabchinskiy 6f93e6812e Merge branch 'master' of https://github.com/okamstudio/godot 2015-01-21 12:03:29 +03:00
hurikhan d878b3205a Merge remote-tracking branch 'upstream/master' into x11-window-management 2015-01-19 21:46:03 +09:00
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
hurikhan dfb5a1d5e1 * multi_screen testing + bugfixes
* ALT-TAB is working
* tested on Ubuntu 14.10 Unity + LXDE
* minor cleanup
2015-01-18 00:28:04 +09:00
Anton Yabchinskiy fa38e9b838 Merge branch 'master' of github.com:okamstudio/godot 2015-01-17 18:27:08 +03:00
hurikhan dee27ce991 Merge remote-tracking branch 'upstream/master' into x11-window-management 2015-01-17 22:19:57 +09:00
Juan Linietsky 7ac7956baf Merge pull request #1188 from hurikhan/scons_colored
Scons colored
2015-01-17 09:47:02 -03:00
Juan Linietsky 07e63c3dc1 Merge pull request #1223 from NateWardawg/master
1: File path in save dialog automatically appended with correct extension if not manually added by the user.  2: Removed .bin as default extension for Linux exports as it causes problems for common file managers.
2015-01-17 09:43:00 -03:00
hurikhan f1dc00e380 * cleanup window state handling
* first attemps in handling ALT+TABa (WIP)
2015-01-17 19:43:12 +09:00
the_mech 726d379775 added nvidia optimus enablement 2015-01-17 02:48:35 +01:00
hurikhan 6185949f6a Make it set_minimized() + set_maximized() work in both worlds: Unity and LXDE 2015-01-17 02:36:07 +09:00
hurikhan 716971655e added the following methods:
* set_minimized(bool)
 * bool is_minimized()
 * set_maximized(bool)
 * bool is_maximized()
2015-01-17 00:18:45 +09:00
hurikhan f1b9953d0b fixing the warnings in os_x11.cpp 2015-01-16 14:44:41 +09:00
Nathan Warden c2ffdb05d4 Set the default Linux extension to nothing. 2015-01-15 13:00:33 -05:00
hurikhan d269344bbd WIP -- set_resizable() + is_resizable added 2015-01-15 22:50:23 +09:00
Anton Yabchinskiy d6998995b5 Merge branch 'master' of github.com:okamstudio/godot
Conflicts:
	platform/x11/detect.py
2015-01-14 23:17:15 +03:00
hurikhan 8a30feebbe Merge remote-tracking branch 'upstream/master' into x11-window-management
Conflicts:
	platform/x11/detect.py
2015-01-14 13:31:16 +08:00
hurikhan 7222e195e5 minor cleanup 2015-01-14 13:19:27 +08:00
hurikhan 790d8ecbb9 get_screen() + set_screen() added 2015-01-14 12:02:59 +08:00
Juan Linietsky 823d7ae3b5 Merge branch 'master' of https://github.com/okamstudio/godot 2015-01-13 11:23:05 -03:00
Juan Linietsky 7c7ab30c4e fixes 2015-01-13 11:22:56 -03:00
hurikhan f55c0e9285 Using Xinerama extension for getting screen info 2015-01-13 21:01:24 +08:00
hurikhan ce7c7a862e get_screen_position() added 2015-01-13 17:25:50 +08:00
hurikhan c0d3632667 introduced the scons experimental_wm_api switch:
================================================

Usage:
    scons p=x11 experimental_wm_api=yes
2015-01-13 15:44:39 +08:00
hurikhan 928e068f71 -try fixing LLVM color diagnostic on osx 2015-01-13 12:54:23 +08:00
hurikhan 067a0d0e64 osx support for llvm coloring added 2015-01-12 14:04:25 +08:00
hurikhan f9a4e6890b SCons: colored compilation 2015-01-12 12:54:17 +08:00
hurikhan 6b6c526048 Merge branch 'master' into x11-window-management 2015-01-12 11:30:19 +08:00
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
hurikhan f9d0de0d2a get_screen_size() added 2015-01-11 19:35:53 +08:00
hurikhan 3c8b047b11 get_screen_count() added 2015-01-11 18:52:42 +08:00
hurikhan 466e251abe get_window_size() + set_window_size() added 2015-01-11 17:36:56 +08:00
hurikhan ac558c15ea get_window_position() + set_window_position() added 2015-01-11 15:47:27 +08:00
hurikhan 291d7992ce Merge branch 'master' into x11-fullscreen 2015-01-11 08:06:31 +08:00
Juan Linietsky d30f4e52f6 Merge branch 'master' of https://github.com/okamstudio/godot 2015-01-10 17:37:56 -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
Anton Yabchinskiy b6c5cb1064 Merge branch 'master' of github.com:okamstudio/godot 2015-01-10 22:29:17 +03:00
hurikhan a8e3c5c0b7 First attempt of restoring the window at the old position 2015-01-11 01:07:23 +08:00
hurikhan 5d9de48d8d Make fullscreen-switching is working with LXDE/Openbox 2015-01-10 21:50:31 +08:00
hurikhan 0d2ec19082 API change to set_fullscreen(enabled,screen) 2015-01-10 18:38:30 +08:00
hurikhan cd90215cec Make GDScript-Function ( bool OS.is_fullscreen() ) work 2015-01-10 16:01:01 +08:00
hurikhan 97d290e466 x11-fullscreen support through GDScript( OS.set_fullscreen(bool) ) 2015-01-10 15:47:34 +08:00
Rhody Lugo 08cfad00dd Create the test string to detect kb layouts directly from the unicode chars 2015-01-08 10:31:10 -04:30
Rhody Lugo d046bd88ad OS X: Add keyboard layout detection and fix build 2015-01-08 02:56:27 -04:30
Anton Yabchinskiy a7875c586a Merge branch 'master' of github.com:okamstudio/godot 2015-01-05 23:56:24 +03:00
Juan Linietsky 1ff0d5c4e5 -attempt to be friendlier on non english keyboards 2015-01-04 22:39:21 -03:00
Juan Linietsky ddf7457894 Merge branch 'master' of https://github.com/okamstudio/godot 2015-01-03 16:53:39 -03:00
Juan Linietsky fbdd925d9b -Work in progress visual shader editor *DOES NOT WORK YET* 2015-01-03 16:52:37 -03:00
Juan Linietsky 6b5b95bb4e -added new code completion guess locations, closes #1032
-moved commandline fix to mingw-only, should fix #1064
2015-01-03 13:03:13 -03:00
Juan Linietsky fbfb87ec4f -accelerometer precission changed to "GAME" (#1015) 2015-01-02 14:34:57 -03:00
sanikoyes 3108517406 Reduce android build size(-fvisibility=hidden)
Fix gridmap link error when disable_3d=Yes
2014-12-25 13:05:57 +08:00
Anton Yabchinskiy 4ab1bcde35 Merge branch 'master' of github.com:okamstudio/godot
Conflicts:
	drivers/SCsub
	platform/x11/detect.py
	platform/x11/os_x11.h
2014-12-23 23:44:07 +03:00
Juan Linietsky 78e7777cf5 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/gdscript/gd_editor.cpp

Improved code completion for InputEvent (shows members by type)
2014-12-21 11:46:28 -03:00
Juan Linietsky f7f197c409 -ability to set default textures in shader (needed for visual shader editing)
-work in progress new graph system (will replace current one)
-crash fix in s3m loader (out of bounds acess)
-fixed vbox overriding of separation (fixes empty line between section tabs)
2014-12-21 11:42:44 -03:00
Juan Linietsky a36a774897 Fixes
-=-=-=

-Added missing quaternion constructor
-code completion fixes
-winrt fixes
2014-12-20 15:30:06 -03:00
Alexander Stillich f2843209a5 Implemented PulseAudio backend and fixed audio driver selection on X11 2014-12-19 13:44:34 +01:00
Juan Linietsky d55f95e0d2 Merge branch 'master' of https://github.com/okamstudio/godot 2014-12-16 22:33:35 -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 089d7fa171 Small batch of fixes
-=-=-=-=-=-=-=-=-=-=
-Fixed looping error in AudioStreamResampled
-winrt port progress
-fixes in material in ambient light
2014-12-15 15:42:58 -03:00
Anton Yabchinskiy ff755f93eb Merge branch 'master' of http://github.com/okamstudio/godot 2014-12-09 17:51:14 +03:00
marynate 88f58c5c26 Update ios simulator build config file to build under new ios SDK 2014-12-08 13:58:39 +08:00
Juan Linietsky 10b371516b More Fixes
-=-=-=-=-=

-Bug in saving multinline text in xml fixed. #925
-typo in android export fixed. #930
2014-12-07 11:33:57 -03:00
Anton Yabchinskiy 99676d7e74 Merge branch 'master' of https://github.com/okamstudio/godot 2014-12-04 16:32:43 +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 d70e16f72f -fix sound room params (was not working)
-fixes to DAE exporter
-ios fixes (video)
2014-11-26 14:24:13 -03:00
Anton Yabchinskiy e696dba522 Merge branch 'libao' 2014-11-22 17:43:20 +03:00
Anton Yabchinskiy c26a1b9d7b Use libao driver on X11 platform 2014-11-22 13:37:50 +03:00
Anton Yabchinskiy 7ed9a8a007 Disable X11 joystick functions also for OpenBSD 2014-11-22 13:23:38 +03:00
Anton Yabchinskiy c7ff604164 Include string.h for memset() on OpenBSD 2014-11-22 13:23:31 +03:00
Anton Yabchinskiy e136033e1c Include stdlib.h for alloca() on OpenBSD 2014-11-22 13:23:22 +03:00
Anton Yabchinskiy 4a1fd94f0d Enable ALSA only for Linux 2014-11-22 13:23:12 +03:00
Juan Linietsky e709468bb1 missing navmesh demo and small fixes 2014-11-19 11:33:15 -03:00
Juan Linietsky d5cb758d36 NavMesh
-=-=-=-

-Fixed NavMesh API
-New NavMesh demo
-Support for animated Particles2D
-Fixes for native video playback on iOS
2014-11-17 07:46:11 -03:00
Juan Linietsky abbea4d945 UDP Fixes
-=-=-=-=-

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.
2014-11-13 00:53:12 -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
Gerold31 ab0974448b Fix compilation error on 32-bit linux 2014-11-09 10:09:41 +01:00
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
Juan Linietsky 0f0b21e84a Merge branch 'master' of https://github.com/okamstudio/godot 2014-11-02 11:38:16 -03:00
Juan Linietsky d85b67be53 Bug Fixes
-=-=-=-=-

-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)
2014-11-02 11:31:01 -03:00
Juan Linietsky 4ece8e90e0 Merge pull request #764 from marynate/PR-fix-android-build
Fix android build on windows
2014-11-02 10:51:51 -03:00
Juan Linietsky 738eb2c1a8 Merge pull request #839 from grabiller/radfac#005
Implement Windows fullscreen mode without video mode change.
2014-11-02 10:16:15 -03:00
Juan Linietsky 4e25f3e4b7 Merge pull request #853 from adolson/tsa-option-for-android
add timestamping authority server option for Android
2014-11-02 10:13:30 -03:00
Juan Linietsky d65f775473 Merge pull request #855 from adolson/android-release-keystore-fix
fixes for release apk export
2014-11-02 10:11:35 -03:00
Dana Olson 49edff9536 fixes for release apk export 2014-11-01 05:20:19 -04:00
Dana Olson 46a922d3ab add timestamping authority server option for Android 2014-11-01 04:20:18 -04:00
Guy Rabiller 8b8e26c0bd - On Windows, Godot now goes fullscreen without video mode change. 2014-10-28 19:55:20 +01:00
Juan Linietsky e82dc40205 -Much improvement to baked light baker
-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
2014-10-27 22:54:32 -03:00
marynate b4fcf5d5c4 Fix ios build error 2014-10-14 12:43:51 +08:00
Juan Linietsky 01ffe6cf89 -Rasterizer supports meshes with both skeletons and blend shapes
-Collada exporter supports Blend Shapes (even on actions via set driven keys)
2014-10-09 19:44:27 -03:00
marynate 1c6dcee465 Fix android build on windows 2014-10-08 14:39:47 +08:00
marynate 26d5dac43d Fix windows build issue by moving libraries from LIBS to LINKFLAGS; Remove redundant .exe surfix on windows 2014-10-08 11:00:59 +08:00
Juan Linietsky 0fa94a9690 Build System Changes
-=-=-=-=-=-=-=-=-=-=

Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.

Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
2014-10-07 01:31:49 -03:00
Juan Linietsky b24fe3dd20 Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-

-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency

Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-

-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 00:10:51 -03:00
mikica1986vee 72558b6173 warp_mouse_pos for osx
Just copied windows behavior.
2014-09-25 20:48:38 +02:00
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 337fe6770f Merge pull request #635 from adolson/wutf
removed output "WUTF" when show/hide mouse cursor
2014-09-17 09:58:17 -03:00
Juan Linietsky ce92999b6a Merge pull request #642 from adolson/x11-fullscreen-borderless
thanks enormously, this is fantastic!
2014-09-17 09:54:03 -03:00
Juan Linietsky 11898dd475 Merge pull request #643 from adolson/custom-export-binary-path-fix
oh thanks!
2014-09-17 09:53:43 -03:00
Dana Olson 29fa278c6a re-added old method for openbox/lxde (possibly others) 2014-09-16 03:22:29 -04:00
Dana Olson 103cc7ffda cleanup 2014-09-16 02:49:31 -04:00
Dana Olson f93712d0ae removed old method 2014-09-16 02:01:35 -04:00
Dana Olson fb7e27f9ed fullscreen fix on ubuntu 2014-09-16 01:40:03 -04:00
Juan Linietsky 0c7b75d8d8 3D Physics Rework, Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-

3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
2014-09-15 17:43:29 -04:00
Juan Linietsky 247e7ed716 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!
2014-09-15 17:43:28 -04:00
Juan Linietsky 8cab401d08 3D Physics Rework, Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-

3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
2014-09-15 11:33:30 -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
Dana Olson f6c81bbd7b fix custom export packages for PC
also allow custom templates to reside outside of res:// for all platforms
2014-08-25 15:13:30 -04:00
Dana Olson dbae857b29 borderless fullscreen window support for x11
move disable resize x11 code from context_gl to os_x11
2014-08-25 02:54:38 -04:00
Dana Olson 3c99d58a39 removed output "WUTF" when show/hide mouse cursor 2014-08-20 16:48:24 -04:00
Juan Linietsky 2ee4ac183b Little Bits
-=-=-=-=-=-

-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
2014-08-14 10:31:38 -03:00
Juan Linietsky a1d6cd02e3 Fixes from Ariel 2014-08-01 23:35:36 -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 4c3dffd865 Fixed ios release event not been dispatched when app entering background (only first touch been registered in mouse_list) 2014-07-13 15:03:52 +08:00
Juan Linietsky 3d68949a1c 2D Animation Improvements
-=-=-=-=-=-=-=-=-=--=-=-=

-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)
2014-07-06 11:49:27 -03:00