Age | Commit message (Collapse) | Author |
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-Bug in navmesh demo fixed
-Bug in variant
-Better Collada Exporter supports proper names of exported shapekeys
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Add move_child_notify method in Node class
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Add missing icon.png to tween demo
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Update ios simulator build config file
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remove old unused pref, added new confirm insert track
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-=-=-=-=-=
-Bug in saving multinline text in xml fixed. #925
-typo in android export fixed. #930
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Alt+arrows editor undo/redo fix
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-=-=-=-=-=-=-=-=-
-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752
Please test!
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SConstruct imports multiprocessing, which is then never used
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Rationale: unused import, also prevented scons from building on my
setup.
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-Fixes to animationplayer
-fixes to collada importer
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Fix CppCheck 'duplicateExpression' warning
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add sane radius increment to CircleShape2D
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-fixes to DAE exporter
-ios fixes (video)
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-=-=-=-
-Fixed NavMesh API
-New NavMesh demo
-Support for animated Particles2D
-Fixes for native video playback on iOS
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allow Alt+arrow keys to pass through editor
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-=-=-=-=-
Curse the day I decided to port UDP code, as it ended up
being two nights of work. At least It's done now (I hope).
-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
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GDScript Editor Goodies
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-=-=-=-=-=-=-=-=-=-=-
-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
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Fix AnimationTreePlayer.node_get_input_source typo
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- Changed node_get_input_sourcre to node_get_input_source
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Fix compilation error on 32-bit linux
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BTW, all three cases looks similar. It would be nice to refactor it
to avoid repeating code.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
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Update cubio.gd
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a little wrong only.
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-=-=-=-=-
-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
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