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2015-04-22resolved some cases wehre built-in doc is not properlt generated, fixes #1719Juan Linietsky
2015-04-20-Changed Godot exit to be clean.Juan Linietsky
-Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
2015-04-18-Fixed post-import script-reload buf, fixes #1683Juan Linietsky
2015-04-18-fixed relative path saving to file, fixes #1694Juan Linietsky
2015-04-18-try to avoid errors when path using ".." is present in script include, ↵Juan Linietsky
fixes #1703
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-04-18-fix vector rotation, fixes #1705Juan Linietsky
2015-04-13-Changed the cubic interpolator, improves situation with PathFollow in #1659Juan Linietsky
2015-04-12-Made sure that "free" function appears in documentation and code ↵Juan Linietsky
completion, fixes #1664
2015-04-12-Changed bootsplash option to use a file, fixes #1539Juan Linietsky
-Added OS.get_splash_tick_msec() to query when splash appeared
2015-04-12improved save path error messages for scene, textures and audio, fixes #1514Juan Linietsky
2015-04-07-fix resolver erase query to avoid running out of slots, fixes #1621Juan Linietsky
2015-04-07Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
2015-04-07-Concatenating arrays keeps the shared property if any of the arrays is ↵Juan Linietsky
shared. Fixes #1646
2015-04-07Merge pull request #1554 from NateWardawg/inspectorupdateJuan Linietsky
Camel casing being capitalized only happens in the inspector now.
2015-04-07Merge pull request #1564 from Faless/area_combine-1Juan Linietsky
Implement combine mode for area
2015-04-07Merge pull request #1585 from ↵Juan Linietsky
UsernameIsAReservedWord/add_is_queued_for_deletion_in_objects add : bool Object.is_queued_for_deletion()
2015-04-07Merge pull request #1614 from hurikhan/pr_parameter_namesJuan Linietsky
wm api -- set screen parameter names for gdscript
2015-04-06Added a PVRTC encoder for iOSJuan Linietsky
2015-04-03set screen parameter names for gdscripthurikhan
2015-04-02merging okam changesJuan Linietsky
2015-03-28Update object.hUsernameIsAReservedWord
2015-03-28add : bool Object.is_queued_for_deletion()yg2f
`object.is_queued_for_deletion()` return true if the object was `object.queue_free()` or `SceneTree.queue_delete(object)`.
2015-03-24Use Vector for storing areasFabio Alessandrelli
2015-03-23Camel casing being capitalized only happens in the inspector now.Nathan Warden
2015-03-22Revert "Camelcased script variables will now capitalize in the inspector."Juan Linietsky
2015-03-22fixes to new window management APIJuan Linietsky
-needs testing on Linux -needs testing on Windows -NEED SOMEONE TO IMPLEMENT IT ON OSX!! PLEASE HELP!
2015-03-22Merge pull request #1487 from hurikhan/x11-window-managementJuan Linietsky
X11 window management
2015-03-22Merge pull request #1380 from ElectricSolstice/wparentheses_removalJuan Linietsky
Changed code to remove gcc -Wparentheses warnings.
2015-03-22Merge pull request #1396 from Spooner/fix_sprintf_errorsJuan Linietsky
Fix sprintf errors
2015-03-22Merge pull request #1401 from NateWardawg/inspectorupdateJuan Linietsky
Camelcased script variables will now capitalize in the inspector.
2015-03-22Merge pull request #1450 from theuserbl/masterJuan Linietsky
Making ToolButton and KEY_MASK_CMD accessable in GDScript and the IDE
2015-03-22Merge pull request #1521 from codx/masterJuan Linietsky
Fix for InputEvent::set_as_action
2015-03-21New option to show/hide hidden filesrollenrolm
2015-03-15Fix for InputEvent::set_as_actionAlex Bonfim
2015-03-08Merge remote-tracking branch 'upstream/master' into x11-window-managementhurikhan
2015-03-03Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
Conflicts: modules/gdscript/gd_tokenizer.cpp scene/resources/shader_graph.h
2015-03-03merges from okam repoJuan Linietsky
2015-03-02support for 2D shadow castersJuan Linietsky
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
2015-02-27Update global_constants.cpptheuserbl
Making KEY_MASK_CMD usable in GDScript
2015-02-19Camelcased script variables will now capitalize in the inspector.Nathan Warden
2015-02-19Correctly halt on error in sprintf parsing (fixes #1393)Bil Bas (Spooner)
2015-02-18support for light and normal mapping in 2DJuan Linietsky
2015-02-16Changed code to remove gcc -Wparentheses warnings.ElectricSolstice
2015-02-15Fix a shadow declaration.Felix Laurie von Massenbach
2015-02-15Godot UI is quick and snappy again!Juan Linietsky
Changed linked listed sort to use auxiliary memory this fixes user interface performance issues.
2015-02-15fix return value of slide and reflectJuan Linietsky
closes #1311
2015-02-15Renamed EXPERIMENTAL_WM_API to NEW_WM_APIhurikhan
2015-02-15Merge remote-tracking branch 'upstream/master' into x11-window-managementhurikhan
2015-02-15begin new serialization frameworkJuan Linietsky
also got rid of STL dependency on triangulator