Age | Commit message (Collapse) | Author |
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New contributors added as AUTHORS:
@AndreaCatania, @sheepandshepherd, @poke1024, @DmitriySalnikov, @ianb96,
@hoelzl, @mhilbrunner, @n-pigeon.
[ci skip]
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Added loop_begin and loop_end to OggVorbisStream
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Fixed a bug where materials and/or meshes weren't assigned to scene on first import.
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3.0 - add open feture to dependency_editor.cpp(View Owner..)
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Allow exporting enums from GDScript
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Add Scene button and tab scrolling
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RichTextLabel: Adding ability for single meta hovering
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Few fixes for asset store browser
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[3.0] - Add close other tabs to Script Editor
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Let SceneTreeDock duplicate nodes via Node::duplicate()
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Use parallel transport in PathFollow2D.
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Export boot splash image and add option for custom HTML shell file in HTML5 export
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Remove need to _MKSTR version strings and rename "revision" to "build"
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As spotted by @neikeq - fixes #13068.
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Fix the prevention for sliding on slopes in the 2d version of move_and_slide
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Up android 'compileSdkVersion' to 24
[ci skip]
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It was readded in panic after I mistakenly removed the hardcoded "-3" in #12988,
forgetting that Windows would still use the same path and thus conflict with 2.1
(contrarily to macOS and Linux).
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[3.0] - Change editor_settings.tres to editor_settings-3.tres
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Done by using the same method the 3d counterpart uses.
Fixes #13063.
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That "revision" was inherited from SVN days but had been since then
used to give information about the build: "custom_build", "official",
"<some distro's build>".
It can now be overridden with the BUILD_NAME environment variable.
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Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
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Add support for XDG Base Directory spec
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Implemented planar scaling with two modes.
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Code Folding
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Check whether GL context supports the expected API
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Fix #10798: Fixes Change Type does not change icon
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Fix Regression: running current scene (unsaved) will ask for main scene
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Add "View FPS" in 3D->Perspective's popup.
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"Fixes" to make it acceptable by clang-format.
"Fixes" to make it acceptable by clang-format.
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Visual Studio project creation bug fix
[ci skip]
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import fixes
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A bug in the /drivers SCons script was preventing files in the /drivers and some in the /thirdparty directories from being added to the VS project.
This will only affect builds that use the 'vsproj=yes' option.
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really use"
This reverts commit ca194033061b4b29fe00d8e9bddf2f0478b3c3f0.
See discussion in https://github.com/godotengine/godot/commit/ca194033061b4b29fe00d8e9bddf2f0478b3c3f0#commitcomment-25715906
It also did not fix the issue it claimed to fix.
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Add cpp.hint file to improve IntelliSense
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Cleanup old references to GLES2 renderer
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Fix import obj as scene.
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Helps with #11182.
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Fix the class docs for the rst-syntax errors.
[ci skip]
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Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
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