Rémi Verschelde
fec8e2549c
Fix a few property warnings on Globals access
...
Hand-picked from 515f92d03b
.
2017-05-26 18:46:59 +02:00
Fabio Alessandrelli
7a4dc3be41
Allow selecting editor debug host and port.
...
Possibly fixes various editor<->debugger connection related problems.
(cherry picked from commit 98eb58a93c
)
2017-05-12 20:01:53 +02:00
volzhs
8274029e03
Fix error for loading icon image at start up
2017-04-18 04:30:53 +09:00
Rémi Verschelde
e9b045d9e5
Add "Godot Engine contributors" copyright line
2017-04-08 00:45:24 +02:00
Pedro J. Estébanez
1b15c53479
Optimize-out some debug and/or non-tools methods
...
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07 16:34:15 +02:00
Rémi Verschelde
f8db8a3faa
Bring that Whole New World to the Old Continent too
...
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6
.
2017-03-19 00:36:26 +01:00
Rémi Verschelde
1b0e2b0c39
Refactoring: rename tools/editor/ to editor/
...
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
(Manual redo of 49c065d29c
)
2017-03-18 23:45:45 +01:00
Rémi Verschelde
6e5246e312
Reorder the folders in tools to prepare moving tools/editor
...
- `certs` and `editor_fonts` go to `thirdparty`
- `dist` and `scripts` go to a new `misc` folder
- `collada` and `doc` go to `tools/editor`
The next step will be to rename `tools/editor` to `editor` directly,
but this will be done at the right time to avoid breaking too many PRs.
(cherry picked from commit b87a232668
)
2017-03-18 23:29:43 +01:00
Rémi Verschelde
16b78da941
Style: Various fixes to play nice with clang-format
...
(cherry picked from commit 2a0ddc1e89
)
2017-03-18 23:13:47 +01:00
Rémi Verschelde
dbf0137576
Style: Fix statements ending with ';;'
...
(cherry picked from commit f44ee891be
)
2017-03-18 21:14:33 +01:00
Rémi Verschelde
ff490e42da
Move core engine tests to main
...
(cherry picked from commits 790f629e5e
and 8b7a86ec7b
)
2017-01-12 19:15:30 +01:00
Rémi Verschelde
d8223ffa75
Welcome in 2017, dear changelog reader!
...
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
)
2017-01-12 19:15:30 +01:00
Tim Roes
d7ec768805
Fix typos and missing newlines in --help
...
(cherry picked from commit c34aa331ec
)
2016-11-15 08:28:58 +01:00
Pedro J. Estébanez
12d4d65668
Improve debug focus behavior
...
Fix focusing debugged game on Windows
Add re-focusing editor on continue
(cherry picked from commit 66dac878ac
)
2016-10-09 17:29:59 +02:00
J08nY
f315d352ec
PCKPacker: moved from tools into core, fixes #4129
...
(cherry picked from commit b1fba2e013
)
2016-10-09 17:28:11 +02:00
George Marques
1a1b62748a
Fix crash on asset lib install
...
This is not the perfect solution, but fixes the crash and avoid a
dependency on EditorNode.
2016-07-10 17:19:29 -03:00
Juan Linietsky
920310e72a
removed target_fps option, moved it to debug (it makes no sense for games). Added a frame_delay option for games that don't want to use the CPU fully.
2016-07-09 12:34:30 -03:00
Rémi Verschelde
b6ac91c0e6
Removed unused variables (first pass)
...
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:03 +02:00
Juan Linietsky
5e7f1fc79b
update EditorDirDialog on external change, closes #4629
2016-06-18 16:03:35 -03:00
Juan Linietsky
2420e46b44
vsync support
...
-works on windows
-may not work on X11, if so please fix
-OSX does not seem to support disabling vsync
2016-06-05 19:14:33 -03:00
Juan Linietsky
64fd75d91a
Make Input Actions config not affect the editor
2016-06-05 01:19:42 -03:00
Juan Linietsky
9b1f8230ec
-Some fixes to OSX retina scaling for window functions
...
-Implemented HiDPI detection and support for Godot Editor!
2016-05-30 00:28:29 -03:00
Calinou
cc5a020afe
Change low processor usage mode to cap to 60 FPS rather than 40 FPS
...
This results in smoother operation in the editor, without needing to
resort to the "Update Always" method which uses more resources than
needed.
2016-05-22 23:51:38 +02:00
Juan Linietsky
a75f896338
First version of Profiler
...
It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
eska
0ee8b74101
Always set default clear color
2016-04-15 19:20:50 +02:00
Saracen
6eb4812317
Borderless window support for the Win32 build. Default window position is now also centred.
2016-03-12 16:38:12 +00:00
Juan Linietsky
8b1dcbfe4d
-Made editor support SSL certs by default (embedded them)
...
-Made asset sharing support https
-Many fixes to HTTPRequest
-Added an asset installer dialog
-Visual cleanups to asset sharing tab
-Fixed some issues in ScrollContainer, hope it does not break things
-Asset sharing tab is not visible (hidden on purpose) for now.
2016-03-12 10:46:38 -03:00
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
Ariel Manzur
ea751724a2
adds -pm and -project_manager command line options to start project manager
...
fixes bug where the user has an engine.cfg on the executable directory so it runs the game instead of opening the project manager
2016-02-25 03:02:09 -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
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
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
Rémi Verschelde
1f1c3038c2
Update copyright in remaining files + prints in the UI
2016-01-11 21:34:22 +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
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