Commit Graph

44 Commits

Author SHA1 Message Date
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
76005a8e75 Style: Apply clang-format on all files
Thus fixing some invalid changes that had still made it to the master branch.
2017-07-30 22:53:40 +02:00
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
49c7620326 Add object type hint for docs 2017-07-19 02:03:34 +07:00
8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
a69e449782 Input: bind parse_input_event()
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.
2017-03-19 09:20:44 +01:00
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
1005a56e5a Added focus tracking in X11 and Windows classes, added new confined mouse mode (#7162) 2017-01-25 19:21:41 +01:00
d4eb8ec884 Merge pull request #7127 from BastiaanOlij/ios_meters
Core motion implementation for iPhone (Accelerometer/Gyro/Magnetometer support)
2017-01-15 00:08:46 +01:00
a97551902e rename Input.get_mouse_speed() to Input.get_last_mouse_speed() 2017-01-13 19:24:28 -03:00
5e4dcb3b7f Added support for getting gravity vector from iOS 2017-01-12 16:37:27 +11:00
547a57777b renamed joystick to joypad everywhere around source code! 2017-01-08 17:06:33 -03:00
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
c7bc44d5ad 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!
2017-01-01 22:03:33 +01:00
5e7db2a5b4 Code completion for is_action_just_{pressed, released}
fixes #6621
2016-09-26 22:16:27 +02:00
e0fcd9331a Add function to get readable names for joystick events
Closes #6476
2016-09-20 23:36:09 +02:00
5b96c3a552 -Modified Input and added is_action_just_pressed() as well as is_action_just_released() 2016-09-01 18:59:46 -03:00
370ae3512d Added gyroscope support to Godot and Android 2016-07-16 01:43:32 +08:00
45cfd199a4 Input: add get_connected_joysticks() method.
fixes #5465
2016-07-05 14:08:02 +02:00
6d09183c44 Set default duration parameter of joystick vibration to 0. 2016-06-21 17:06:41 +02:00
f665200df7 Add joystick vibration support on Linux (#5043) 2016-06-15 07:25:35 +02:00
4877b714b3 Add magnetometer sensor support for Android 2016-05-27 14:36:55 -03:00
c632c13c66 Add some joystick functions to input. Enables manipulation of mappings at runtime 2016-01-08 00:40:41 +01:00
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
d4993b74fc Add missing argument names in GDScript bindings
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00
82a3304458 Added ability to set custom mouse cursors. Not hardware accelerated yet. 2015-09-24 18:06:15 -03:00
b4acd18f32 -display/emulate_touchscreen now really emulates a touchscreen
-icons to show node menus
2015-08-29 17:16:11 -03:00
1e422941c8 -Fixed android export options (screen sizes, orientation should work)
-added functions to get mouse position in CanvasItem
2015-05-01 21:13:20 -03:00
ee8f8add4e -removed get_mouse_pos from Input, as it only caused problems 2015-05-01 12:19:24 -03:00
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
317c496f5c Add InputEvent::ACTION get/set support for variant
Add action_press/action_release method bind
2015-01-20 20:01:02 +08:00
6b5b95bb4e -added new code completion guess locations, closes #1032
-moved commandline fix to mingw-only, should fix #1064
2015-01-03 13:03:13 -03:00
0a557f3bf5 - more fixes on #672 on windows
- 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 () )
2014-09-19 21:01:41 -03:00
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
1cad087969 Making Godot Easier to Use..
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-05-24 01:35:47 -03:00
c573adb829 Fixing compile error related to missing return value from input.cpp 2014-03-14 00:01:27 -04:00
31ce3c5fd0 -fix bug in cache for atlas import/export
-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
2014-03-13 22:57:24 -03:00
0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00