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2017-10-05Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky
to has_setting. Fixes #11844
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-11Merge pull request #9987 from Rubonnek/move-members-to-initilization-listRémi Verschelde
Moved member variables from constructor to initialization list
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-08Moved member variables from constructor to initialization listWilson E. Alvarez
2017-07-30Style: Apply clang-format on all filesRémi Verschelde
Thus fixing some invalid changes that had still made it to the master branch.
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-06-28Reworked translation systemJuan Linietsky
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
2017-04-26Fix wrong fallback for localevolzhs
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
2017-02-21-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..
2017-02-13Rename 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
2017-02-08Added "Scots" locale name, fixing #7630Nuno Donato
2017-02-01CSV translation import pluginJuan Linietsky
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).
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-09-Translation text will change automatically for in-game buttons, labels, ↵Juan Linietsky
poups when translation is changed. -Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code -Sorry, editor will not update automatically because it uses a different translatio method.
2017-01-08i18n: Add support for Scots (sco) languageRémi Verschelde
Fixes #6931.
2017-01-07Memory 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
2017-01-02ObjectTypeDB 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!
2016-11-15Blimey! Ye Pirate locale be anchor' a'port!Rémi Verschelde
2016-10-27Fix locale for macOS-style localesDamon
2016-10-27Change set_locale to fallback to the global language (#6910)Damon Myers
2016-09-01i18n: Update list of supported locales based off glibcRémi Verschelde
Fixes #5733, fixes #6214.
2016-07-16i18n: Add missing locale identifiers for Bengali and UrduRémi Verschelde
Fixes errors showing up since the addition of those WIP translations.
2016-05-27Added translation support to GodotJuan Linietsky
included is a French translation!
2016-05-03Modified editor strings to be translatable in the futureJuan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-29remove an extra linereduz
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).
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-01-04-Fix shortcuts for OSX code completion, fixes #1111Juan Linietsky
-Fixed how translation fallbacks works, fixes #1011
2014-08-01Small Issues & MaintenanceJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-= -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
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky