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2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-03-20i18n: Add support for translating the class referenceRémi Verschelde
- Parse `.po` files from `doc/translations/*.po` like already done with `editor/translations/*.po`. - Add logic to register a doc translation mapping in `TranslationServer` and `EditorSettings`. - Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`). Strings are automatically dedented and stripped of whitespace to ensure that they would match the translation catalog. - Use `DTR()` to translate relevant strings in `EditorHelp`, `EditorInspector`, `CreateDialog`, `ConnectionsDialog`. - Small simplification to `TranslationLoaderPO`, the path argument was not really meaningful.
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
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.
2019-12-04Translation: 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.
2019-04-24Added TranslationServer::get_loaded_locales to return an array of all ↵Ken Paulson
locales with a loaded Translation
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
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.
2018-01-05Add 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!
2017-10-30Add 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
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-06-15Rename Godot-specific resource extensionsGeorge Marques
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
2017-02-01CSV translation import pluginJuan Linietsky
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
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!
2016-05-03Modified editor strings to be translatable in the futureJuan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-04-18Updated copyright year in all headersJuan Linietsky
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