Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-04-06 | Core: fix possible memory leaks. | Andreas Haas | |
2017-03-24 | Merge pull request #8098 from bojidar-bg/configfile-get-value-suppress | Rémi Verschelde | |
Suppress error messages when using ConfigFile::get_value and a default is given | |||
2017-03-24 | Merge pull request #7985 from Faless/enet_godot_sock_squash | Rémi Verschelde | |
Update ENet to use Godot sockets. | |||
2017-03-24 | Fix typos in source code using codespell | Rémi Verschelde | |
From https://github.com/lucasdemarchi/codespell | |||
2017-03-24 | Allow non blocking UDP put_packet in C++. | Fabio Alessandrelli | |
- Add blocking mode option to PacketPeerUDP. - put_packet returns ERR_UNAVAILABLE when operation would block. - ENet module uses non-blocking UDP. | |||
2017-03-21 | Suppress error messages when using ConfigFile::get_value and a default is given | Bojidar Marinov | |
Fixes #8097 | |||
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde | |
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | |||
2017-03-05 | Add a bunch of missing Godot headers in own files | Rémi Verschelde | |
2017-02-28 | Various fixes detected using PVS-Studio static analyzer. | Thaer Razeq | |
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements | |||
2017-02-21 | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵ | Juan Linietsky | |
modified files) -.pck and .zip exporting redone, seems to be working.. | |||
2017-02-15 | Many fixes to make exported scenes work better, still buggy. | Juan Linietsky | |
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-02-12 | Merge pull request #7581 from Faless/v6_wild_bind | Rémi Verschelde | |
TCP/UDP listen bind to address and bugfixes | |||
2017-02-12 | Merge pull request #7749 from Faless/fix_7697 | Rémi Verschelde | |
HTTPClient properly handle partial data in non-blocking mode | |||
2017-02-12 | Merge pull request #7743 from karroffel/json_parsing-3.0 | Rémi Verschelde | |
JSON::parse reports errors on open-ended objects (master) | |||
2017-02-07 | HTTPClient properly handle partial data in non-blocking mode | Fabio Alessandrelli | |
Use block to send DVector::Write out of scope in HTTPClient::read_response_body_chunk() | |||
2017-02-06 | shadows were not working in-editor for nvidia, fixed now | Juan Linietsky | |
2017-02-06 | JSON::parse reports errors on open-ended objects | Karroffel | |
2017-02-06 | Several bugfixes, improving the import workflow | Juan Linietsky | |
2017-02-01 | CSV translation import plugin | Juan Linietsky | |
2017-02-01 | Lot of work in new importer, importing textures now works. | Juan Linietsky | |
2017-01-25 | Removed import/export system, will start new one from scratch. | Juan Linietsky | |
2017-01-25 | Audio bus editing is COMPLETE! | Juan Linietsky | |
2017-01-23 | Remove set_ip_type from network classes (no longer needed) | Fabio Alessandrelli | |
- TCP: - `listen` bind to wildcard "*" -> dual stack socket - `listen` bind to address -> socket from address type - `connect` -> resolve using best protocol (UNSPEC), socket from address type - UDP: - `listen` bind to wildcard "*" -> dual stack socket - `listen` bind to address -> socket from address type - `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type (to change socket type you must first call `close` it) | |||
2017-01-23 | Implement UDP listen bind address | Fabio Alessandrelli | |
2017-01-23 | Implement TCP Server bind address | Fabio Alessandrelli | |
2017-01-23 | IP_Address can now be a wildcard (not a valid IP, used for binding) | Fabio Alessandrelli | |
2017-01-23 | Convert validity checks of IP_Address to is_valid method. | Fabio Alessandrelli | |
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-16 | Style: No break before list brace | Rémi Verschelde | |
clang-format does not handle that well *at all*. For the reference, found the relevant pieces of code with: `ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty` | |||
2017-01-16 | Style: Cleanups, added headers, renamed files | Rémi 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). | |||
2017-01-15 | Fix error while JSON::parse with empty string | Geequlim | |
2017-01-14 | removed duplicated functions in class hierarchy that were bound more than once | Juan Linietsky | |
added a check to detect this case in the future | |||
2017-01-14 | Style: Fix whole-line commented code | Rémi 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. | |||
2017-01-14 | Fixed dir access return value, changed it to Error like all other funcs | Juan Linietsky | |
2017-01-14 | UDP.set_send_address to UDP.set_dest_address | Juan Linietsky | |
2017-01-14 | rename String.extension() -> String.get_extension() / String.basename() -> ↵ | Juan Linietsky | |
String.get_basename() | |||
2017-01-11 | Both Array and Dictionary are always in shared mode (removed copy on write). | Juan Linietsky | |
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
2017-01-08 | Moved JSON functions to built-in to_json, parse_json, validate_json | Juan Linietsky | |
2017-01-08 | Remove XML format, as promised, for 3.0 | Juan Linietsky | |
2017-01-08 | Variant INT and REAL are now 64 bits (other types remain at 32) | Juan Linietsky | |
2017-01-08 | renamed joystick to joypad everywhere around source code! | Juan Linietsky | |
2017-01-07 | Memory 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 | |||
2017-01-03 | Begin modifying properties to make them more friendly to script and doc. | Juan Linietsky | |
2017-01-02 | ObjectTypeDB 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() | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-02 | Merge pull request #7271 from Faless/ipv6_cleanup | Rémi Verschelde | |
Fixes and improvementes for IPv6 implementation. | |||
2017-01-01 | Welcome 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! |