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path: root/core/globals.cpp
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2017-02-06Several bugfixes, improving the import workflowJuan Linietsky
2017-02-04Ensure proper config version when reading the new configuration file.Juan Linietsky
2017-02-04Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.xJuan Linietsky
2017-01-16Style: Cleanups, added headers, renamed filesRémi Verschelde
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
2017-01-14no more errors related to missing GlobalConfig::Get (or so I hope)Juan Linietsky
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-14rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky
String.get_basename()
2017-01-11using VariantParser to parse engine.cfgJuan Linietsky
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-11-22Properly localize absolute path.Fabio Alessandrelli
Calling localize_path will return a localized path in res:// if the path starts with the resource file-system/folder, and will return the unchanged absolute path otherwise. Closes #6979 and #7161.
2016-10-13Properly handle absolute paths in Globals::localize_pathFabio Alessandrelli
This give a proper fix for #4280 - #3106 , allowing absolute paths that starts from the file system, not the resource folder
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
2016-08-28Several all around fixes to visual scripting (in the process of creating demos)Juan Linietsky
2016-08-16Added add_property_info function to Globals and EditorSettings classesFranklin Sobrinho
2016-07-19Fix main scene not being saved when set via Play buttonRémi Verschelde
Fixes #1134 for real. Also tweaked the engine.cfg template and the preference order when browsing for the main scene.
2016-05-21First version of ProfilerJuan Linietsky
It is now possible to profile GDScript as well as some parts of Godot internals.
2016-05-01Support for dynamic fonts (TTF)Juan Linietsky
Added support for DynamicFont, which can load a TTF of any size to use as a font. No import required.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-02-01Encode vectors in Globalseska
2016-01-24Fixed small inconsistencies with the text formatFranklin Sobrinho
2016-01-02proper joy axis support as actions, can be configured and inquired, fixes #2317Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-31Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2015-12-31-Ensure .tscn and .tres always save in a deterministic way, fixes #2495Juan Linietsky
-Scene edit state is saved outside the scene now, to avoid changes .tscn files when nothing really changed -Created a VariantWriter helper to unify all variant to text writing -Moved SceneFormatText writing to VariantWriter -Moved ConfigFile to use VariantWriter and VariantParser, added compatibility mode for old .cfg files that use engine.cfg format
2015-12-28Fix proper ordering of project settings properties, also fixes inability to ↵reduz
change order of autoloads
2015-12-28Add missing argument names in GDScript bindingsRémi Verschelde
All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-15-split view of property editor and editor settingsJuan Linietsky
2015-12-14Forbid renaming input presetsIgnacio Etcheverry
2015-12-13-deprecated pcz, replaced by just zip. Closes #2879Juan Linietsky
2015-11-20add priority to load binaryname.pckmasoud bh
2015-11-20Load binaryname.pckmasoud bh
if not found data.pck search for binaryname.pck in linux and windows
2015-09-03merged some stuff for okamJuan Linietsky
2015-08-29-display/emulate_touchscreen now really emulates a touchscreenJuan Linietsky
-icons to show node menus
2015-06-30-some changes by okamJuan Linietsky
2015-06-29Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky
and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-06new file dialog!Juan Linietsky
-ItemList control for easier lists/thumbnails -New file dialog, with support for thumbnails, favorites, recent places, etc -Moved .fscache out of the project, no more bugs due to committed/pulled .fscache! -Dir dialog now sorts directories
2015-05-26ability to run 2D physics in a threadJuan Linietsky
also, 2D physics is now thread safe too. see physics_2d/thread_model
2015-05-25opening data.pczAriel Manzur
2015-05-05Change the order of the filterGuilherme Felipe
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-11-07Fix CppCheck 'duplicateExpression' warningBoris Egorov
BTW, all three cases looks similar. It would be nice to refactor it to avoid repeating code.
2014-10-27-Much improvement to baked light bakerJuan Linietsky
-Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
2014-09-19Fixing Issues...Juan Linietsky
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
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