Age | Commit message (Collapse) | Author |
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FIX: forgotten bind to get_available_packet_count to be able to call get...
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only if needed and avoid editor errors
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-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
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GodotPaymentV3.java was accidently deleted in latest commit
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Add android x86 build support
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-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.
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Added a setting to disable autocomplete popup and fixed the autocomplete...
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timer to updated when the setting has changed
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Add 2d unifrom scale
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Add pan mode to 2d editor
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Resolve issue #406 by adding hotkey for "quit to project manager"
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Add 'mesh/skeleton' property to MeshInstance
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Auto generate editor_icons.cpp to make it easy to update editor icons
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Fix potential null exception in screen button without texture assigned
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Fix script editor scrollbar disappear issue
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-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
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there're icon changes
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child parent constraint
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issue #406
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Use simple pattern '.METHOD' or 'METHOD(' to search method in Search Class Dialog
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dialog
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Make String::right count from pos instead of pos+1
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Shift+Del to delete nodes without confirmation
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Tune 2d editor arrow key move mode
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Fix LineEdit selected text drag and drop behavior
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selected text; maintain selection after drag and drop.
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alt + arrow key as local base move mode; Control + arrow key as local +
rotation move mode
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Make visibility icon always last to display in scene tree
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Fix crash in editor when open new scene in editing
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Add lock and group icon to scene tree editor
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resources_dock->cleanup(); // This will delete GDScript instance (if property_editor->obj is scene's GDScript instance, editor will crash)
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call during autocompletion
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Add F and CMD+F hot key for center/frame selected node(s) in 2d editor
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Add auto code completion (without press Ctrl+Space manually)
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