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2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-04ResourceLoader: Add language code matching for localized resourcesRémi Verschelde
Near matching was not implemented like in TranslationServer, so a resource remapped for 'ru' (but not 'ru_RU') would not be used as fallback if the system locale was 'ru_RU'. Fixes #34058.
2019-12-04Translation: Refactor locale matching to use proper language codeRémi Verschelde
The previous code only parsed the first two characters (potentially reading out of bounds if input was invalid), but some locales use a 3-letter language code (e.g. 'nah_MX'). So I refactored the logic a bit to properly parse the locale and extract the part left of the regional code, if provided (supports both 'en_US' and 'en-US' style). I made TranslationServer::get_language_code() public as I'll use it in a follow up commit.
2019-10-28Fix some crashes and using null pointersRafał Mikrut
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?)
2019-08-08Translation: Fix logic bug finding match for regional localesRémi Verschelde
The match test was inverted. The rest of the changes are documentation and cleanup. Fixes #26346 and fixes #31192.
2019-05-02Locales: Add some missing locale namesRémi Verschelde
2019-04-24Added TranslationServer::get_loaded_locales to return an array of all ↵Ken Paulson
locales with a loaded Translation
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-09-23Fallback to "en" when invalid locale is requestedRémi Verschelde
Close #22365.
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.
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-07-24Removed unnecessary assignmentsWilson E. Alvarez
2018-02-14Add locale renames for Hebrew and Indonesian on WindowsRémi Verschelde
Windows does not fully respect ISO 639-1 like other systems, so we have to override its locale values for those languages. Also added comments to document the locale provenance.
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
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
2017-11-22i18n: Add support for Serbin (Cyrillic) localeRémi Verschelde
[ci skip]
2017-11-07Use UTF-8 for locale names. Fixes #12462.mhilbrunner
2017-10-30Add support for non-ISO locale identifiers via renames mapRémi Verschelde
Windows apparently uses "no" for Norwegian Bokmål, even though its ISO 639-1 language code is "nb"... Closes #12479. Also did some non-intrusive cleanup while at it.
2017-10-25Add a function to get the full name of a localesheepandshepherd
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