Age | Commit message (Collapse) | Author |
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now.
Also changed PropertyInfo to include informatino about class names.
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Partial revert of #10380 based on contributor ~~bullying~~ feedback.
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Also renames `set_message_translation` to `set_message_localization`
for consistency.
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Moved member variables from constructor to initialization list
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The method was shown as void in the docs.
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Ability to get a list of signals that are targeting given object
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-Some changes to tree to support this properly
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-Restored resource previews!
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fixes #7960
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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
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-fixes to make scenes exported from godot 2.x work
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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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).
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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.
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-Changed clip to a property in Control which can be set by the user
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renamed to PoolVector
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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()
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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!
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closes #6017
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Fix some more warnings
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documentation more clearly and also make it easier to bind to C#
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-Block switches to 2d/3d editor if editing visual script
-Added cast node in flow control
-Added ability to do RPC in visual script
-Comment nodes
-Fix bug with inverted cable in connecting backwards
-Copy and paste nodes, including from different scripts
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Document return type of `Object.call` and `GDScript.new`
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Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
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now returns only the connections for the signal argument, as specified
fixes #5329
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Ping @reduz.
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should help properly implement #5058
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-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
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It is now possible to profile GDScript as well as some parts of Godot
internals.
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-New SpriteFrames editor, with support for drag&drop, multiple animation
sets, animation speed and loop.
-New AnimatedSprite, with support for all the new features!
AnimatedSprite3D has not been updated yet.
-Added support for drag&drop to other editors, such as resourcepreload,
sample library, etc.
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-removed 4 arguments limit for emit_signal() from script
-remvoed 4 arguments limit for call_deferred() from script
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Update copyright to 2016 in headers
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