Alex Szpakowski
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b432fa4f42
Appveyor: compile using VS 2015 instead of VS 2013.
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10 years ago |
Alex Szpakowski
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d79d96a8f2
Also display graphics card information in the popup message when GL2 isn't supported.
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10 years ago |
Alex Szpakowski
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4daa190513
Show the detected OpenGL version in the popup dialog when GL2.1 or GLES2 isn't available when the window is created.
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10 years ago |
Alex Szpakowski
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1261427304
Replaced love.graphics.point with love.graphics.points, which draws a number of points at a time.
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10 years ago |
Bart van Strien
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306049bcfe
Move and manually include c++11 m4 file to work around old aclocal versions
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10 years ago |
Alex Szpakowski
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780c970b99
Removed an unnecessary error message in love.graphics.newMesh.
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10 years ago |
Alex Szpakowski
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71116807e3
Fixed the default error handler to disable relative mouse mode.
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10 years ago |
Bart van Strien
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acca06907e
Extend c++11 tests in configure script
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10 years ago |
Bart van Strien
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987ddcdc26
Update path to macosx.mm in autotools build
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10 years ago |
Alex Szpakowski
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153bd6f4cb
Cleaned up the Font:getWrap code a bit.
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10 years ago |
Alex Szpakowski
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9a1c4ad565
The iOS game list screen now also displays folders that contain main.lua.
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10 years ago |
Alex Szpakowski
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e44f20fdc6
Renamed OSX.mm/OSX.h to macosx.mm/macosx.h to match love's file naming conventions.
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10 years ago |
Alex Szpakowski
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db91a73d57
Trigger a Lua error if love.graphics.draw(canvas) is called while that canvas is the active one.
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10 years ago |
Alex Szpakowski
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9be2581e6f
Implemented love.system.vibrate on iOS. Unfortunately due to API limitations the duration argument is ignored, and it always vibrates for roughly 0.5 seconds.
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10 years ago |
Martin Felis
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2ab69094e1
Added love.system.vibrate(time), which causes the phone to vibrate on Android. love.system.getOS() now returns "Android" on Android. Implemented love.system.openURL.
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10 years ago |
Martin Felis
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637a3a9d62
Pause OpenAL when the app is in the background, on Android.
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10 years ago |
Martin Felis
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f6448116cc
Fixed OpenGL ES function loading on some Android devices.
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10 years ago |
Martin Felis
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6e0abae688
Implemented love.window.getPixelScale for Android. Fullscreen windows now use Android's 'immersive mode'.
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10 years ago |
Martin Felis
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19b7d1e115
Implemented love.filesystem support for Android.
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10 years ago |
Martin Felis
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5446022660
print on Android now outputs to Logcat.
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10 years ago |
Martin Felis
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1ea54042e3
Fixed compilation when building for Android.
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10 years ago |
Martin Felis
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f5778ed86e
Added a LOVE_ANDROID define and Android-specific code that interacts with the JNI and SDL.
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10 years ago |
Alex Szpakowski
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5bdea01559
Fixed Canvas:renderTo to restore the previous canvases if an error occurs in the passed function.
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10 years ago |
Alex Szpakowski
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12450c9657
Don't error if a compressed texture with no mipmap information is passed into love.graphics.newImage and the mipmaps flag is true.
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10 years ago |
Alex Szpakowski
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a45c1332a7
Cleaned up some Mesh and SpriteBatch code.
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10 years ago |
Alex Szpakowski
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bfef97c48a
Slightly reduced the CPU usage of SpriteBatch:add, Text:add, and love.graphics.draw(ParticleSystem).
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10 years ago |
Alex Szpakowski
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6d9409a337
Probably fixed compilation with GCC 4.8.
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10 years ago |
Alex Szpakowski
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0b566f3c94
Updated the changelog.
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10 years ago |
Alex Szpakowski
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d215d8a91e
Reworked sRGB / gamma-correct APIs:
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10 years ago |
Alex Szpakowski
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b13ba42ec4
Appveyor: create the packaged zip and exe installer files when building, rather than creating a zip with some missing files.
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10 years ago |