Useful for everybody wanting to package godot.
Fixes#1026.
-> Retain the old behaviour: path in error msg only when exporting.
-> User templates override system templates
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'.
-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
some fixes for android build script.
remove armv6,x86 options and add "android_arch" option for select
compiler architecture (armv7,armv6,x86)(default armv7).
add architecture suffix for output files and you can compile for several
architecture simultaneously.
example:
libgodot.android.opt.debug.armv7.so
libgodot.android.opt.debug.armv7.neon.so
libgodot.android.opt.debug.armv6.so
libgodot.android.opt.debug.x86.so
now we can enable/disable neon on armv7 with "android_neon" option
(default enable).
add "NDK_TARGET_X86" option for select toolchain to use for the NDK x86
(default x86-4.8).
change inputs model for "ndk_platform" option (default android-15).
fix armv7 ccflags.
with this patch, must put libgodot_android.so file in specific
architecture folder:
armv7 (default): <android-java>/libs/armeabi-v7a/
armv6: <android-java>/libs/armeabi/
x86: <android-java>/libs/x86/
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.
- Was duplicating the functionality of event.getActionIndex() but was missing the bitmask.
- Switched back to getActionIndex() but kept the corrected getPointerId() from
change #1980https://github.com/okamstudio/godot/pull/1908
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-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
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.
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-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!
-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
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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.
-=-=-=-=-=-=-=-=-=-=-=-=-=-
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.