Commit Graph

249 Commits

Author SHA1 Message Date
hondres 9134ec942e fix is_joy_mapped return value 2016-02-16 23:23:06 +01:00
hondres 04f7c32847 fix joystick axis handling for Input.is_action_pressed() 2016-02-15 22:26:20 +01:00
hondres 8e359963b6 x11: analog triggers for ps4 gamepad 2016-02-14 00:03:53 +01:00
punto- b6b33e8886 Merge pull request #3428 from Hinsbart/android-gamepad
support gamepad remapping on android
2016-02-08 20:09:02 -03:00
Rémi Verschelde c0aade4ba4 Merge pull request #3493 from Hinsbart/wm_class
x11: use different strings for WM_CLASS depending on context
2016-02-03 11:30:22 +01:00
Dana Olson d1aacb8f33 added more gamepad mappings 2016-02-01 12:24:19 -05:00
Juan Linietsky 0364d6b076 do not fail on invalid audio driver, fixes #3466 2016-01-31 18:47:13 -03:00
hondres 11e4c128ac x11: use different strings for WM_CLASS depending on context 2016-01-27 21:53:37 +01:00
Hondres e7b6e3f20b use fallback mapping from list 2016-01-27 12:18:34 +01:00
hondres 4d17eca504 clear joystick state on disconnection 2016-01-26 04:40:04 +01:00
hondres 285bcac224 can use fallback mapping on all platforms 2016-01-24 18:01:37 +01:00
hondres e7c920fdba support gamepad remapping on android 2016-01-24 05:29:09 +01:00
hondres 1ad6ca0a81 add mappings and increase max number of buttons 2016-01-22 22:56:05 +01:00
Hinsbart 77858b66d3 html5 gamepad support 2016-01-21 02:30:24 +01:00
volzhs fb2bf78591 Add ability to set "keep screen on" for android 2016-01-16 20:57:34 +09:00
Rémi Verschelde a44e9ebfa4 Fix wrong type check for autoload
Regression from c633a29. Fixes #3342
2016-01-13 20:42:39 +01:00
Juan Linietsky c633a29a39 improve reporting of error in wrong inheritance for autoload script 2016-01-13 09:42:03 -03:00
Juan Linietsky 96317566c2 attempt another fix 2016-01-13 09:10:20 -03:00
Juan Linietsky 5fca2bd4bc Reworked how autoloads are load to make sure identifiers always exist, please check if this resolves bug #3156 2016-01-13 08:27:14 -03:00
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 1f1c3038c2 Update copyright in remaining files + prints in the UI 2016-01-11 21:34:22 +01:00
hondres c632c13c66 Add some joystick functions to input. Enables manipulation of mappings at runtime 2016-01-08 00:40:41 +01:00
hondres 117ae93cf1 Analog values for gamepad triggers, using axes 6 & 7 2016-01-02 03:34:32 +01:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky ec3d17b4e2 force thread model to single-safe when running editor, fixes #2387 2015-12-31 16:24:27 -03:00
reduz 555ad5f8b7 removed wron return types, fixes #2483
removed console, which was obsolete and unused sine long long ago
2015-12-29 18:46:21 -03:00
reduz e0d21d2158 Ability to set autoloads as singleton global variables 2015-12-28 15:59:20 -03:00
Ariel Manzur 5f1ae5eac2 fix debouncing in axis buttons 2015-12-20 11:33:29 -03:00
hondres 87dab29f4b Use tabs instead of spaces for new gamepad code 2015-12-18 19:15:32 +01:00
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
est31 523b67e740 Print error if no export destination has been passed 2015-11-26 22:35:27 +01:00
Juan Linietsky 082e3fbb29 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	main/main.cpp
2015-11-24 10:52:41 -03:00
Juan Linietsky ccd40f76e8 -work in progress resourceparser and .tscn parser. Still non-functional
-fixed theora so it can compile theoralib but not theora
-fixed generation of windows icon in .rc, which didn't previously work in 32 bits
2015-11-24 10:42:05 -03:00
Rémi Verschelde b01546f91c Fix typo, missing quote 2015-11-24 10:14:06 +01:00
Rémi Verschelde 0442ce2e2e Merge pull request #2876 from akien-mga/pr-boot-splash-debug
Silence too verbose boot splash debug info
2015-11-24 09:36:11 +01:00
Rémi Verschelde 00ddb532fb Silence too verbose boot splash debug info 2015-11-23 00:38:12 +01:00
Rémi Verschelde f99b630993 Load main scene if defined when running editor from the command line
If no main scene is defined, or if it's an empty string, the previous behaviour will still be used, i.e. launch the project manager.
A small fix was also added not to maximize the window when opening the project manager via -editor (i.e. "godot" and "godot -e" will behave the same when no project is in the path).

Fixes #2869.
2015-11-22 17:36:03 +01:00
Juan Linietsky 0168947084 Merge pull request #2518 from masoudbh3/godot-icons
Add icon to exe file in windows export
2015-11-19 00:08:47 -03:00
Juan Linietsky fe9f4eda9e Merge pull request #2706 from phobos-tro/main_memleaks
Fixing memleaks in main/main.cpp
2015-11-18 19:43:45 -03:00
Juan Linietsky 0c3386b2ed Merge pull request #2707 from akien-mga/master
Cosmetic fixes to SCons buildsystem
2015-11-18 19:43:28 -03:00
masoud bh 24f3f43457 Add icon to exe file in windows export
add version_info and icon sections in "export to windows platform".
add version_info and icon to godot exe file (editor & template exe).
fix an problem in image class.
change all default icons to android export icon (a little more rounded).
create an python script for convert file to cpp byte array for use in
'splash.h'.
2015-11-09 02:23:58 +03:30
Rémi Verschelde 399b1b0474 Cosmetic fixes to SCons buildsystem
- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
Rémi Verschelde fc2c3bda5c Fix arguments parsing in the main function
Fixes #2611 which was a regression from 692216b86a.
The bogus behaviour considered that if there were more than one arguments left to parse,
they would be a pair of arguments (switch and its parameter), and thus skipped the next
argument in all cases (thus potentially skipping a "-editor", which triggered #2611).

This is fixed by checking first for arguments that don't expect a parameter, and only
afterwards for arguments that expect a parameter. And if a "pair" of arguments is not
valid, we no longer increment the counter.
2015-11-01 17:50:44 +01:00
Phobos Tro 8c0c279280 Fixing memleaks in main/main.cpp 2015-10-30 19:56:07 +08:00
Juan Linietsky 1b5622fb9b Merge pull request #2395 from MrMormon/patch-1
Fixed misspelled local variable for code clarity
2015-10-17 10:45:16 -03:00
Juan Linietsky 7060eaaa1b Merge pull request #2481 from firefly2442/cppcheck-arrayindexthencheck
ran cppcheck, fixed cases where array index is used before limits check
2015-10-17 10:23:15 -03:00
Juan Linietsky 79e5ced7e6 -A little More control about pixel snapping in 2D 2015-10-13 15:53:34 -03:00
firefly2442 692216b86a ran cppcheck, fixed cases where array index is used before limits check 2015-10-12 09:45:44 -05:00
Juan Linietsky 9962518ffd Merge branch 'master' of https://github.com/okamstudio/godot 2015-09-24 18:07:13 -03:00
Juan Linietsky 82a3304458 Added ability to set custom mouse cursors. Not hardware accelerated yet. 2015-09-24 18:06:15 -03:00
Juan Linietsky 83d9a692be Ability to visually debug geometry visually:
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
Juan Linietsky 3f9e5afe68 begin work on debugging collisions.... 2015-09-18 23:10:58 -03:00
Juan Linietsky 3013a83f2f Merge branch 'master' of https://github.com/okamstudio/godot 2015-09-10 00:12:05 -03:00
Juan Linietsky 0fb7b5aa0c HTML5 exporter Improvements
-Better template handling
-Voice support
-Stream support
2015-09-10 00:10:54 -03:00
volzhs cf98b44d3f fix game window runs only 800x600 2015-09-05 15:47:23 +09:00
Juan Linietsky b0aa49accb merged some stuff for okam 2015-09-03 23:24:55 -03:00
Juan Linietsky cf57a654d7 new editor settings customization of where to run the game from the editor 2015-08-30 23:36:46 -03:00
Juan Linietsky b4acd18f32 -display/emulate_touchscreen now really emulates a touchscreen
-icons to show node menus
2015-08-29 17:16:11 -03:00
Joshua Olson 32b52e8041 Fixed misspelled local variable for code clarity
Specifically, tar(g)et_fps
2015-08-26 14:21:04 -06:00
Juan Linietsky d1da2c2995 error debugger
shows the list of errors that happened during running the game, traces
can be analyzed
2015-08-04 09:47:32 -03:00
Juan Linietsky 55b34e05b3 -some changes by okam 2015-06-30 11:28:43 -03:00
Juan Linietsky 95047562d7 Several performance improvements, mainly in loading and instancing scenes and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.

WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00
Juan Linietsky 9a58960d28 some editor window changes
-ability to make dock position configurable, and it gets saved
-editor starts maximized default
2015-06-13 22:12:53 -03:00
Juan Linietsky b524b40fdc -fixed many memory initialization issues
-fixed deadlock on previews thread
-fixed compilation errors on unix
2015-06-06 22:06:58 -03:00
Juan Linietsky 954256268a Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	demos/2d/motion/engine.cfg
2015-06-06 11:09:00 -03:00
Juan Linietsky 0e1510214a small fixes 2015-06-01 23:35:23 -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
Juan Linietsky b6b346e8ae added a built-in scene changer API, closes #1928 2015-05-17 16:33:35 -03:00
Daniel T. Borelli 93095014fd Fix segment violation MINIZIP_ENABLED 2015-05-06 20:37:25 -03:00
Daniel T. Borelli 605b783708 fix delete packed data 2015-05-05 18:21:43 -03:00
Juan Linietsky b312df0561 -disabled thread model 2 for the time being, crashes on linux without reason, fixes #1482 2015-04-27 00:19:07 -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 fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky 3b434eacde Fix clipping when used in viewport or inside another viewport, fixes #1661 2015-04-14 22:05:14 -03:00
Juan Linietsky 3e20391bf6 -Changed bootsplash option to use a file, fixes #1539
-Added OS.get_splash_tick_msec() to query when splash appeared
2015-04-12 17:55:01 -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 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 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 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 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 11a5ed508b Fixed too many little issues, check the issues closed today. 2014-09-21 01:43:42 -03:00
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
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
Juan Linietsky 2af2a84a03 Misc Fixes
==========

-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
2014-06-27 23:21:45 -03:00
Juan Linietsky ec4ef2d2e7 -Added google play services (needed for some stuff)
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones.
-Fixed bug in viewport (can create more instances in 3d-in-2d demo now)
-Can set android permissions and screen sizes manually in the export settings
-Changed export templates extension to .tpz (too many people unzipped the manually..)
-File dialog now ensures that the proper extension is used (will not allow to save without it)
-Fixed bug that made collision exceptions not work in 2D
2014-04-14 22:43:44 -03:00
Juan Linietsky 7ea3e8267a -Fixed a few bugs in Viewport
-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
2014-04-10 00:18:27 -03:00
reduz f9820d4c40 Merge pull request #212 from marynate/PR-framelimit
Add ability to apply frame rate limit (application/target_fps)
2014-04-05 09:41:10 -03:00
marynate f6e6093ab9 Add display/resizable to project setting to prevent windwo from resizing 2014-03-27 23:16:03 +08:00
marynate c0547f5691 Add possibility to limit frame to main loop (application/target_fps)
target-fps working, and use fixed physics step before adding physics-fps in project setting

Complete implementation of framelimit

Conflicts:
	main/main.cpp
2014-03-18 18:00:18 +08:00
Juan Linietsky b2ce682f6e -scripts are converted to bytecode on export
-fix bug in doc where touchscreen events were not documented
2014-02-25 09:31:47 -03:00
Juan Linietsky 4b07eb8deb -moved script to modules 2014-02-24 09:53:33 -03:00
Juan Linietsky 51c55b237b wtf 2014-02-19 18:09:52 -03:00
Juan Linietsky 449bc14fb4 Merge branch 'master' of https://github.com/okamstudio/godot 2014-02-19 12:01:31 -03:00
Juan Linietsky d7d65fa2f2 -improved physics ccd
-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
2014-02-19 11:57:14 -03:00
Terseus 666aeac713 Fix #19 Can't open project (with non-ASCII path)
In `class OS_Unix` the arguments in the `execute` method are converted
to UTF-8, but in the `main` program's method they're inserted into a
wide-char `Vector` before translating them from UTF-8 and thus the
non-ASCII characters are lost.

This fix converts the `argv` elements to UTF-8 using `String::utf8`
before inserting them in the `Vector`.
2014-02-18 14:37:22 +01:00
Juan Linietsky 8c1731b679 -project settings are saved when changed
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D
-fix how documentation is generated, built in doc browser should be always up to date
-copypaste, scrolling, etc in  builtin doc
-built-in scripts get saved now (though debugger may not always work on them)
-Theme can be set to controls as a property
2014-02-15 21:16:33 -03:00
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00