Age | Commit message (Collapse) | Author |
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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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-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
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Add ability to apply frame rate limit (application/target_fps)
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Fix Variant vector2/vecotor3 multiply bug
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target-fps working, and use fixed physics step before adding physics-fps in project setting
Complete implementation of framelimit
Conflicts:
main/main.cpp
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Conflicts:
modules/multiscript/register_types.cpp
platform/android/java/src/com/android/godot/GodotLib.java
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-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
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Merging!
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set MemoryPoolDynamicStatic::MAX_CHUNKS to 65536
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Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
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-Fixed bug of some tabs showing wrong names
-Exported properties for viewport
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-fix bug in doc where touchscreen events were not documented
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-added kinematic body demos
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-add search docs dialog that returns places string was found
-added flash
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Fix #113 editor_settings.xml corruption
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Fix for Issue #108
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-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
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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.
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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>
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-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
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-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.
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-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
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