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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
2017-02-28 Various fixes detected using PVS-Studio static analyzer.Thaer Razeq
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
2017-02-04Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.xJuan Linietsky
2017-01-25Merge pull request #7002 from RandomShaper/vcs-friendlinessJuan Linietsky
Greater VCS friendliness
2017-01-16Improve .tscn VCSPedro J. Estébanez
Serialize dictionaries adding newlines between key-value pairs Serialize group lists also with newlines in between Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders) Bonus: Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file. This PR is back-compat; won't break the load of existing files.
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
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).
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
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!
2016-10-06Use int instead of int32_t for VectorsThomas Edvalson
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
2016-10-03Properly encode InputEvent of type NONE. Fix #5987Fabio Alessandrelli
In the editor settings you can disable default editor shortcuts. When a default shortcut is disabled an InputEvent of type NONE must be stored in the config file to allow the editor to remember that setting. variant_parser.cpp was not properly encoding InputEvent of type NONE causing the "corruption" of the editor settings file.
2016-07-27Fix reading of empty StringArray-s in .tscnBojidar Marinov
Closes #5912
2016-06-20Add quotes to .tscn keys, solves #4366Juan Linietsky
2016-06-18Add missing license headers in our source files (#5255)Rémi Verschelde
Also removes a couple wrong Godot headers from third-party source files.
2016-06-13Changed reload logic to auto-hard-reload scripts on save. It's simpler to ↵Juan Linietsky
use and also fixes #4756
2016-06-13-Avoid negative zero from being saved to config files o resource files, ↵Juan Linietsky
fixes #4758
2016-06-04-customizable shortcuts in editorJuan Linietsky
-editor settings now save to .tres instead of .xml -buttons can now hold a shortcut
2016-03-09remove trailing whitespaceHubert Jarosz
2016-02-01-Propertly detect mantissa floats in variantparser, fixes #3257Juan Linietsky
2016-02-01Make sure variant parser recognizes "nil" for compatibility with old ↵Juan Linietsky
engine.cfg style cofig. Closes #3531
2016-02-01Parse ColorArrays correctly (tscn)., fixes #3530Biliogadafr
2016-01-10properly handle typed array constructors in VariantParser, closes #3054Juan Linietsky
2016-01-10Make sure variant parser actually writes floats when float property is ↵Juan Linietsky
requested, closes #3301
2016-01-08fix issues related to StringArray parsingJuan Linietsky
2016-01-08-Use simpler methods for parsing simple tags, fixes #3274Juan Linietsky
2016-01-07added ':' support to VariantParser, given it' s used by export.cfgJuan Linietsky
2016-01-07-fix bugs related to parsing config files with new variantparser, closes ↵Juan Linietsky
#3248 closes #3207
2016-01-06Fix config file parser bug that cause showing project name as "Unnamed Project"mrezai
2016-01-02proper joy axis support as actions, can be configured and inquired, fixes #2317Juan Linietsky
2015-12-31suport old-style engine.cfg colors in VariantParser, fixes #3176Juan Linietsky
2015-12-31-Fix parsing of comments in VariantParser, fixes #3175Juan Linietsky
2015-12-31-Changed var2str and str2var in GDScript to use VariantWriter and VariantParserJuan Linietsky
-It is now finally possible to parse back a variant from text!
2015-12-31-Ensure .tscn and .tres always save in a deterministic way, fixes #2495Juan Linietsky
-Scene edit state is saved outside the scene now, to avoid changes .tscn files when nothing really changed -Created a VariantWriter helper to unify all variant to text writing -Moved SceneFormatText writing to VariantWriter -Moved ConfigFile to use VariantWriter and VariantParser, added compatibility mode for old .cfg files that use engine.cfg format
2015-12-12no more time error, fixes #2892Juan Linietsky
2015-12-12variant parser was not parsing rect2 properly, fixes #2948Juan Linietsky
2015-11-28-Fixed bug with scene inheritance, should work againJuan Linietsky
-Proper .tscn and .tres parsing, should work, please test well!
2015-11-24-work in progress resourceparser and .tscn parser. Still non-functionalJuan Linietsky
-fixed theora so it can compile theoralib but not theora -fixed generation of windows icon in .rc, which didn't previously work in 32 bits