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2014-05-24Making Godot Easier to Use..Juan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-05-14A bit of everything:Juan Linietsky
-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.
2014-05-13Make String::right count from pos instead of pos+1marynate
2014-05-01-OpenSSL FixesJuan Linietsky
2014-04-28-Added OpenSSL and HTTPS supportJuan Linietsky
-Built-in version of the library for Windows, Android and iOS (other OSs use system one) -Small fixes all around
2014-04-24added missing include for imagemapDana Olson
2014-04-23added bindings for InputMapDana Olson
2014-04-17text cursor in text editor & const in Rect2ijonyrock
2014-04-14-Added google play services (needed for some stuff)Juan Linietsky
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
2014-04-14-Added google play services (needed for some stuff)Juan Linietsky
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
2013-04-10Add Matrix32/Vector2Array support for marshal librarysanikoyes
2014-04-10-Fixed a few bugs in ViewportJuan Linietsky
-Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
2014-04-05-HttpClient: ’Content-Length’ is added to httprequest if not provided in ↵Juan Linietsky
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
2014-04-05-Support for changing fontsJuan Linietsky
-Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
2014-04-05Merge pull request #212 from marynate/PR-framelimitreduz
Add ability to apply frame rate limit (application/target_fps)
2014-04-05Merge pull request #232 from marynate/PR-fix-variant-multiply-bugreduz
Fix Variant vector2/vecotor3 multiply bug
2014-04-01Add Matrix3::get_scale() bindingmarynate
2014-03-29Fix Variant vector2/vecotor3 multiply bugmarynate
2014-03-18Add possibility to limit frame to main loop (application/target_fps)marynate
target-fps working, and use fixed physics step before adding physics-fps in project setting Complete implementation of framelimit Conflicts: main/main.cpp
2014-03-14Fixing compile error related to missing return value from input.cppSamuel Batista
2014-03-13Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
Conflicts: modules/multiscript/register_types.cpp platform/android/java/src/com/android/godot/GodotLib.java
2014-03-13-fix bug in cache for atlas import/exportJuan Linietsky
-fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now
2014-03-12Merge pull request #189 from sanikoyes/hotfix-imereduz
Merging!
2014-03-11export a unicode font may crash because chunks out of range...sanikoyes
set MemoryPoolDynamicStatic::MAX_CHUNKS to 65536
2014-03-11Fix Compression bug: wrong premature return.marynate
2014-02-26Fix string version of begins_withVinzenz Feenstra
Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
2014-02-26-Added ATITC texture supportJuan Linietsky
-Fixed bug of some tabs showing wrong names -Exported properties for viewport
2014-02-25-scripts are converted to bytecode on exportJuan Linietsky
-fix bug in doc where touchscreen events were not documented
2014-02-23-Fix for parsing XML headerJuan Linietsky
2014-02-22Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
2014-02-22-added kinematic bodyJuan Linietsky
-added kinematic body demos
2014-02-21Removed OFVictor M
2014-02-20Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
2014-02-20-run script in editorJuan Linietsky
-add search docs dialog that returns places string was found -added flash
2014-02-20Merge pull request #123 from Terseus/fix-113_editor-settings-xml-corruptionokamstudio
Fix #113 editor_settings.xml corruption
2014-02-20Merge pull request #110 from vinzenz/108-fixokamstudio
Fix for Issue #108
2014-02-19wtfJuan Linietsky
2014-02-19-improved physics ccdJuan Linietsky
-html5 exporter works again -disable repeat on image loader by default -can change shape offset en tileset, texture offset was broken
2014-02-18Fix #113 editor_settings.xml corruptionTerseus
In the `parse_tag` method of the `class ResourceInteractiveLoaderXML`, the class responsible of loading the editor_settings.xml file, the properties' values are loaded directly into an `String` object but the file contents are always UTF-8, which leads to garbage in the XML file when saved. This patch reads the properties' values in a `CharString` and translate them to UTF-8.
2014-02-17Fix for Issue #108Vinzenz Feenstra
Entering a somethign in the 'Path field' triggers the `_path_changed` signal being triggered. This in turn calls Globals::localize_path(const String& p_path) with the currently entered string. localize_path then is replacing backslashes with slashes and calls afterwards `String::simplify_path` String::simplify_path is checking wheter a string starts with: - res:// - local:// - user:// If any of those is true it removes this section. However, if any of the first letters of those are matching begins_with returns true, which is wrong. It should only return true if the whole string is matched at the beginning. This caused the whole desaster and lead localize_path into an endless loop because out of `u` suddenly became user:// which it then tried again to localize and so on. This fix, fixes the root of the problem which is begins_with which should not return true if not the whole search string was matched. Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
2014-02-15-project settings are saved when changedJuan Linietsky
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D -fix how documentation is generated, built in doc browser should be always up to date -copypaste, scrolling, etc in builtin doc -built-in scripts get saved now (though debugger may not always work on them) -Theme can be set to controls as a property
2014-02-15-fixed bug in Button now exporting font propertyJuan Linietsky
-made GUI Theme editor usable -editor does not allow to export or create .pck in the same path as a project -changed .pck format (lacked support for versioning so couldn't change it), previous was causing crashes and is now incompatible, just re-export. -will not look for .pck files recursively, was causing unexpected behaviors -fixed execution of Godot in paths with non unicode characters in Windows, OSX and Linux.
2014-02-13Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
2014-02-13-fixed export templates not loading/exporting on WindowsJuan Linietsky
-fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
2014-02-11Make math_funcs.h use lrint on msvc 2013Matthew Casey
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky