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Bugfix/17654 split screen #17662

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Fix this issue: #17654 (comment)

akien-mga and others added 30 commits October 11, 2017 22:21
Added an experimental convert scripts option for godot3 export
…t-events-in-project-manager

 Skip unhandled input events on asset library tab. (2.1)

[ci skip]
Allows to export PCK/ZIP without templates
[2.1] Fix wrong Virtual-KeyCode(0x12) pair on Windows platform
Not sure why this happens without having upgraded Python itself, but is needed now.

Not needed for _master_ because there we have b6e1e47 that does this and more.

This commit does not address upgrading to Python 3.0. It just makes building for Android work again after upgrading SCons while keeping Python 2.7.
…roid-build-2.1

Fix Android build error with SCons 3.0 (2.1)

[ci skip]
…d-2.1

Fix animation not stopping after seeking to the end (2.1)
Index p_index out of size and connect: Condition ' s->slot_map.has(target) ' is true

[ci skip]
[2.1] Remove Duplication of 'later in' on "No main scene...." Alert
…ow-2.1

Fix formatting of debug log overflow (2.1)

[ci skip]
Implemented vsync OS functions for OS X
- Cherry picked godotengine#10662 and fixed merge conflicts.
- Manualy merged the change from godotengine#11904.
- Did not merge godotengine#12236 since I'm not sure whether the issue
  affects Godot 2.1 and I don't have VS2013 to test.
- Did not merge godotengine#11843 since it doesn't seem relevant (the
  code is only needed for creating DONORS.md, etc.).
- Did not merge godotengine#10727 and godotengine#11752 since they seem to be
  already included in godotengine#11742.
- The Windows and Linux builds have been tested with Scons 3.0
  using Python 3.
- OSX and iOS should hopefully work but are not tested since
  I don't have a Mac.
- Builds using SCons 2.5 and Python 2 should not be impacted.
Make build scripts Scons 3.0/Python3 compatible
add copy button to sprite_frames_editor
No code change in the part we are using, it only affected contrib code.
[ci skip]

(cherry picked from commit e9d1d64)
akien-mga and others added 26 commits March 2, 2018 13:32
…ation

Fix serialization of identifiers with non printable ASCII characters
…-x11-2.1

Generate mouse events from touch on X11 (2.1)
Backport FIX mouse notifications missings ->godot2
This makes the output more readable if it is written to a file,
and more compact in continuous integration environments, keeping
the log sizes low.

(cherry picked from commit bf32d36)
The cache and progress logic assumed the 'env' to be defined,
but it is only when the selected platform is in the supported list.

Fixes godotengine#17497.

(cherry picked from commit a44f9ca)
All values were multiplied by -1 when only "transform/rot" values need to be.
- Convert `move(` to `move_and_collide(`
- Convert `<identifier> extends <Node>` to `<identifier> is <Node>`
- Simplify existing regexps
Bugfix and improvements to the 2 to 3 converter
Fix some bugs with missing or incorrect renames in the process.
- Fixed properties with different renames based on node type:
  * Convert Joint2D's "collision/exclude_nodes" to "disable_collision"
  * Convert TextureProgress' "mode" to "fill_mode"
  * Convert Sprite and Sprite3D's "region" to "region_enabled"
- Fixed swapping "Fill" and "Expand" in size_flags
- Handle converting [self_]opacity to [self_]modulate.a, including in animations
- Fixed signals:
  * Add a bunch of missed signal renames
  * Properly convert AnimationPlayer and AnimatedSprite's "finished" to
    "animation_finished"
- Reduce diff in signal connections for tscn
- Script converter:
  * Convert _input_event( to _gui_input(
  * Convert self_opacity to self_modulate.a
  * Convert ReferenceFrame to ReferenceRect
  * Add missing Pool*Array conversions
2 to 3 converter: More fixes to the property renames
Add android:resizeableActivity='false' to the manifest.
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