- 31 Aug, 2017 17 commits
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volzhs authored
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volzhs authored
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Rémi Verschelde authored
fixed Import LineEdit to label + label stylebox
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Juan Linietsky authored
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Rémi Verschelde authored
Make GDNative work on Android
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Juan Linietsky authored
Fixes a bug in multimesh_instance_get_color
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Rémi Verschelde authored
Fix UV calculation for spritesheet in particles
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Rémi Verschelde authored
Implement texture UV transpose in the gles3 renderer
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Rémi Verschelde authored
Adds default directory for default_project_path
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Rémi Verschelde authored
Replacement of internal RegEx with PCRE2
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Rémi Verschelde authored
Non-realtime simulation
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Rémi Verschelde authored
Light Theme
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Rémi Verschelde authored
Fix shadow filter pcf5 implemented as pcf7
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Rémi Verschelde authored
Fix pre-Lollipop Android debug
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Rémi Verschelde authored
Implements OS_OSX::get_system_dir()
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Rémi Verschelde authored
Fixes two glitches in polygon2d wip mode introduced with #10614
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poke1024 authored
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- 30 Aug, 2017 23 commits
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toger5 authored
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toger5 authored
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toger5 authored
- added tab highlighting - other changes to the theme to make use of contrast color
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toger5 authored
- almost all the colors are generated now. They get adapted based on the theme color. All the correct icons are used - error label now uses error color - added missing button colors in editor theme
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toger5 authored
- deprecated because icon conversion now happens in godot itself
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toger5 authored
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toger5 authored
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toger5 authored
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toger5 authored
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Pedro J. Estébanez authored
Namely, automatically pick debug over Wi-Fi for devices with an older release and debug over USB otherwise. A message is printed both in editor output window and console (uppercase here) to let the user know about what mechanism is being used and why.
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Pedro J. Estébanez authored
And renaming the `Device.release` field to `api_level` for correctness.
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Rémi Verschelde authored
Add a new decomposition to Basis.
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Rémi Verschelde authored
Guarantee start & end points are returned by Navigation2D
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Rémi Verschelde authored
Fix a crash when an early dialog tries to appear
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Rémi Verschelde authored
Let TileMap apply its material
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Ferenc Arn authored
This new decomposition splits the basis into a rotation-reflection matrix and a positive scaling matrix, which is required for physics calculations.
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Gustav Lund authored
Now hopefully with correct code style
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Hein-Pieter van Braam authored
This changes the order of creating some of the dialogs that may appear during project import/startup. It is possible for the 'accept' dialog to be required before it is initialized. This moves all of these dialogs to earlier in the constructor so this can't happen.
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Ruslan Mustakov authored
The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
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Juan Linietsky authored
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Rémi Verschelde authored
Remove 10778 related methods from GDNative
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Hein-Pieter van Braam authored
After #10778 master didn't build any longer with GDNative. This removes the methods removed in that PR from the GDNative bindings for Basis also.
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Scayze authored
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