Age | Commit message (Collapse) | Author |
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bugs related to assigning an empty variant to a string, and expecting it to be not empty!
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renamed to PoolVector
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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()
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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!
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Will have to check better, likely for 3.0
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support, but VisualScript should be more or less done!
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fix #5263
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more detailed, closes #4893
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-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
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- Correcly display Vector2Array default arguments in the documentation
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Variant:
- zero() sets a Variant to the appropriate type of zero value
- blend() blends part of one Variant on top of another.
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-removed 4 arguments limit for emit_signal() from script
-remvoed 4 arguments limit for call_deferred() from script
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the script, closes #2128
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-It is now finally possible to parse back a variant from text!
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and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
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fixes #1971
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-added NOTIFICATION_INSTANCED
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Makes xml format work better with version control systems.
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function to a rid
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also got rid of STL dependency on triangulator
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-=-=-=-=-=-=-=-=-=-
-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
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-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
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-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
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the headers and a body exists
-expressions in GDScript can take multiple lines if inside parenthesis (python-like)
-Added \ to force linebreaks to GDscript (python-like)
-added exclude objects from raycast
-fixed crashes
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