- Remove all references to the variable 'custom_mouse_cursor_hotspot' and 'custom_mouse_cursor' from the project settings.
- Indeed, to implement a custom cursor we need to define a sprite for each 'state' of the cursor. Using those variables in the projects settings would define only the _main_ cursor.
- Cleanup the VirtualServer (Remove references to cursor_set_visible, cursor_set_texture and cursor_set_pos)
- Cleanup the Input (set_mouse_in_window should not be used anymore)
- Update the documentation
- Implement it for windows, X11, Javascript, BB 10, OSx, iOS, server, android
- NOT IMPLEMENTED FOR WINRT (As of today, I'm not able to implement this one, this post might help)
- NOT IMPLEMENTED FOR HAIKU (Support of this platform seems perfunctory)
- Build it for Windows, Android and OSX
Enabled by default as in Blender, but can be disabled separately for 2D & 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree.
However, you won't get any of the benefits of the Input singleton:
- No InputMap actions will be emitted
- The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event.
This is fixed by using `Input.parse_input_event(ev)` instead.
I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
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)
- 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 () )
-=-=-=-=-=-=-=-=-=-=-=-=-=
-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
-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
-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