Age | Commit message (Collapse) | Author |
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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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closes other issues
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fix #5263
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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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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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unresolved
-Added a tool to clean up unresolved tracks and unused keys
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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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-added NOTIFICATION_INSTANCED
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Makes xml format work better with version control systems.
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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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-=-=-=-=-=-=-=-=-=-=
-Fixed looping error in AudioStreamResampled
-winrt port progress
-fixes in material in ambient light
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-Bug in navmesh demo fixed
-Bug in variant
-Better Collada Exporter supports proper names of exported shapekeys
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- added #660, but need help on osx, help please I don't have a mac!
- fixed #667 and #668 (eol detection in comments)
- added #670 (hint when using method without () )
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