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2019-10-21Merge pull request #30622 from creikey/fix-path-cachingRémi Verschelde
PackedScene resources are freed before they are saved
2019-09-25Added some obvious errors explanationsqarmin
2019-08-17Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-07-25Some resources are freed before they are savedCameron Reikes
- PackedScenes freed before saved, so their path cache is lost - Solution is to move data to persistent static map - This patch will fix #30538
2019-04-11No more metadata and dependency indices kept in resources saved.Juan Linietsky
-Node folding is now saved externally together with the properties -External resources remember their ID when scenes are saved.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-08-Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky
-Removed one and zero hints for properties, replaced by default value
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-09-01Fixed duplicating AnimationPlayers leaving empty tracks.DualMatrix
Fixed duplicating AnimationPlayers leaving empty tracks. I don't think duplicating arrays worked before. There was even this weird //does not make a long of sense but should work comment at the changed line. Fixes #21616
2018-08-20Crash fixes for material and animtreeJuan Linietsky
2018-07-02-Fixes to how hashing happened, now StringName and NodePath use default ↵Juan Linietsky
hasher, this was leading to some severe slowdown in scenarios -Fixes to some duplication scenarios for instanced scenes
2018-06-21Remove error messagesJuan Linietsky
2018-06-18-Added AnimationGraphPlayer (still missing features)Juan Linietsky
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
2018-03-13Duplicate Arrays and Dictionaries when instancing scene in editorBojidar Marinov
Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate Fixes #13971
2018-01-18Make cyclic resource inclusion error message more helpfulletheed
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-12-04-Implemented Proxy Textures (needed to solve the problem with ViewportTexture)Juan Linietsky
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-09-06Fixes ERR_EXPLAIN being overwrittenIgnacio Etcheverry
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-08-05Made bool constructor explicit in Variant to avoid bugs, fixes #7843Juan Linietsky
2017-07-23Add object type hint for docsPoommetee Ketson
2017-06-28Reworked translation systemJuan Linietsky
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A 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
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-02-01Lot of work in new importer, importing textures now works.Juan Linietsky
2017-01-25Removed import/export system, will start new one from scratch.Juan Linietsky
2017-01-21WIP new AudioServer, with buses, effects, etc.Juan Linietsky
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
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).
2017-01-14Style: 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.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky
being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
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()
2017-01-01Welcome 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!
2016-07-17Remove some noisy debug printsRémi Verschelde
Part of #5031
2016-06-27Make most resources (save for packedscenes and scripts) reload if they ↵Juan Linietsky
change on disk. Closes #4059.
2016-06-03Expose ResourceImportMetadata::set_source_md5 for scriptGeequlim
2016-05-27Changed import workflowJuan Linietsky
-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
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-01Update copyright to 2016 in headersGeorge Marques
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).