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2016-08-25More visual script workJuan Linietsky
-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
2016-08-23Proper function/property selection in visual script editing for property.Juan Linietsky
This one has an ordered list, built-in description, search, etc.
2016-08-19Brand new networked multiplayerJuan Linietsky
2016-08-08Added a simpler way to do sub-functions in both visual and gdscript with the ↵Juan Linietsky
subcall node. With this, visual script is almost done (missing registering custom nodes from addon). All this is probably pretty broken, too and needs a lot of testing.
2016-08-05VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky
profiler yet.
2016-08-02WIP visual scripting, not working yet but you can check out stuffJuan Linietsky
2016-06-27Make most resources (save for packedscenes and scripts) reload if they ↵Juan Linietsky
change on disk. Closes #4059.
2016-06-26-Fix crashes with thread_exit()Juan Linietsky
-Added draft of C script API (still disabled and unused)
2016-06-25Added function to notify ScriptLanguage when a thread is created/freed, ↵Juan Linietsky
allows scripts to allocate a stack there via TLS
2016-06-21Fixed error using the same atlas rect for all images, closes #4139Juan Linietsky
2016-06-21Better support in ScriptLanguage for GC based scriptsJuan Linietsky
2016-06-13Changed reload logic to auto-hard-reload scripts on save. It's simpler to ↵Juan Linietsky
use and also fixes #4756
2016-06-08-Ability to reload (and soft reload) tool scripts. Please test!Juan Linietsky
2016-06-01Ability to reload scripts on running gameJuan Linietsky
2016-05-21First version of ProfilerJuan Linietsky
It is now possible to profile GDScript as well as some parts of Godot internals.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-23-Some changes to how scenes and scripts are overriden in scene instance and ↵Juan Linietsky
inheritance -Fixes #3127 and also properly fixes #2958
2016-01-02-Ability to roll-back script-exported properties to their default value on ↵Juan Linietsky
the script, closes #2128
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-28Ability to set autoloads as singleton global variablesreduz
2015-12-05-Display on animation editor which keys are invalid and which tracks are ↵Juan Linietsky
unresolved -Added a tool to clean up unresolved tracks and unused keys
2015-08-04error debuggerJuan Linietsky
shows the list of errors that happened during running the game, traces can be analyzed
2015-08-02live debug fixesJuan Linietsky
removing node in live debugging fixed
2015-08-02Live edit WORK IN PROGRESSJuan Linietsky
1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
2015-06-26improved get_node(), connect(), etc code completion.Juan Linietsky
-properly completes text arguments -includes the "/root" autoloads
2015-06-24added ability to define signals in scriptJuan Linietsky
closes #2175
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-12-16New Code CompletionJuan Linietsky
-=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
2014-11-13UDP FixesJuan Linietsky
-=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did.
2014-09-22-variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky
properties (#718) -WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel
2014-07-15Fixed failed to connect to remote debugger with -rdebug will crash enginemarynate
2014-06-11Light Baker!Juan Linietsky
-=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
2014-05-24Making Godot Easier to Use..Juan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -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.
2014-02-22-added kinematic bodyJuan Linietsky
-added kinematic body demos
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky