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2015-03-22fixes to new window management APIJuan Linietsky
-needs testing on Linux -needs testing on Windows -NEED SOMEONE TO IMPLEMENT IT ON OSX!! PLEASE HELP!
2015-02-15Renamed EXPERIMENTAL_WM_API to NEW_WM_APIhurikhan
2015-02-15Merge remote-tracking branch 'upstream/master' into x11-window-managementhurikhan
2015-02-15begin new serialization frameworkJuan Linietsky
also got rid of STL dependency on triangulator
2015-02-14New Navigation & Pathfinding support for 2DJuan Linietsky
-Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)
2015-01-17added the following methods:hurikhan
* set_minimized(bool) * bool is_minimized() * set_maximized(bool) * bool is_maximized()
2015-01-15WIP -- set_resizable() + is_resizable addedhurikhan
2015-01-14get_screen() + set_screen() addedhurikhan
2015-01-13get_screen_position() addedhurikhan
2015-01-13introduced the scons experimental_wm_api switch:hurikhan
================================================ Usage: scons p=x11 experimental_wm_api=yes
2015-01-11get_screen_size() addedhurikhan
2015-01-11 get_screen_count() addedhurikhan
2015-01-11get_window_size() + set_window_size() addedhurikhan
2015-01-11get_window_position() + set_window_position() addedhurikhan
2015-01-10API change to set_fullscreen(enabled,screen)hurikhan
2015-01-10x11-fullscreen support through GDScript( OS.set_fullscreen(bool) )hurikhan
2015-01-08Merge pull request #958 from adolson/bind-set_window_titleJuan Linietsky
added GDScript binding for OS.set_window_title()
2014-12-21-fix get_as_text (#1022 )Juan Linietsky
2014-12-20FixesJuan Linietsky
-=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes
2014-12-10added GDScript binding for set_window_titleDana Olson
2014-12-02-Ability to ask for documents/pictures/etc system dirs.Juan Linietsky
-Fixes to animationplayer -fixes to collada importer
2014-11-17NavMeshJuan Linietsky
-=-=-=- -Fixed NavMesh API -New NavMesh demo -Support for animated Particles2D -Fixes for native video playback on iOS
2014-11-02Bug FixesJuan Linietsky
-=-=-=-=- -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)
2014-10-07Build System ChangesJuan Linietsky
-=-=-=-=-=-=-=-=-=-= Build System: -Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions). -Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test. Engine: -Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time). -Added ability to open scenes even if a node type was removed (will try to guess the closest type). -Removed deprecated node types.
2014-10-03Huge Amount of BugFixJuan Linietsky
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-09-21Fixed too many little issues, check the issues closed today.Juan Linietsky
2014-08-01Small Issues & MaintenanceJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
2014-06-29hoh# On branch masterJuan Linietsky
2014-06-11Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
2014-06-11Light Baker!Juan Linietsky
-=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
2014-05-25Add DirAccess:dir_exist apimarynate
2014-05-24Making Godot Easier to Use..Juan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -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.
2014-05-14A bit of everything:Juan Linietsky
-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.
2014-04-14-Added google play services (needed for some stuff)Juan Linietsky
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
2014-04-05-Support for changing fontsJuan Linietsky
-Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
2014-03-18Add possibility to limit frame to main loop (application/target_fps)marynate
target-fps working, and use fixed physics step before adding physics-fps in project setting Complete implementation of framelimit Conflicts: main/main.cpp
2014-03-13-fix bug in cache for atlas import/exportJuan Linietsky
-fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now
2014-02-26-Added ATITC texture supportJuan Linietsky
-Fixed bug of some tabs showing wrong names -Exported properties for viewport
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky