Age | Commit message (Collapse) | Author |
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Previously all types of errors would be shown as ERROR, thus making for example warnings (WARN_PRINT) somewhat aggressive.
ERROR is displayed in red, WARNING in yellow and SCRIPT ERROR in magenta (though the latter does not seem used so far).
Fixes #1127.
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-icons to show node menus
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The returned dictionary maps "name" to the
name of the current time zone, and "bias" to
a bias from UTC in minutes.
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If utc == false, we return the local time, like before.
Otherwise, we return UTC time.
utc defaults to false to not break behaviour.
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-same-value link keys
-new layout
-forward, backwards playback
-integrated curve/property editor
-auto increment sprite frame after insert
-copy & paste animation resoucres
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-only refuse to load an older file if version major is different, fixes
#1944
-fix drive letter default value, fixes #1939
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-added functions to get mouse position in CanvasItem
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-Added OS.get_splash_tick_msec() to query when splash appeared
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-needs testing on Linux
-needs testing on Windows
-NEED SOMEONE TO IMPLEMENT IT ON OSX!! PLEASE HELP!
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X11 window management
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Add action_press/action_release method bind
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* set_minimized(bool)
* bool is_minimized()
* set_maximized(bool)
* bool is_maximized()
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================================================
Usage:
scons p=x11 experimental_wm_api=yes
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-fix with non working removal of collision exception in 3D physics
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-moved commandline fix to mingw-only, should fix #1064
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-Fixes to animationplayer
-fixes to collada importer
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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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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*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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- added #660, but need help on osx, help please I don't have a mac!
- fixed #667 and #668 (eol detection in comments)
- added #670 (hint when using method without () )
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- #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)
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-=-=-=-=-=-=-=-=-=-=-=-=-=
-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
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-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.
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-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.
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-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
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target-fps working, and use fixed physics step before adding physics-fps in project setting
Complete implementation of framelimit
Conflicts:
main/main.cpp
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