Age | Commit message (Collapse) | Author |
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Moved binds of PRIMITIVE_* contants from ArrayMesh to Mesh
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Some descriptions were lost for refactored APIs, but they cannot be matched 1:1
with the new ones, so will need to be rewritten anyway.
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Update PopupMenu hiding
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Expose compression functions to GDScript
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Tried to salvage what I could of the Image and InputEvent changes.
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Add ETC1/ETC2 compression support though etc2comp.
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zstd has much better compression speed and ratio, and better decompression speed than currently available methods.
Also set zstd as the default compression method for Compression as well as FileAccessCompressed functions.
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Remove rg-etc1 code. Also updated travis to use ubuntu 14.04.
Fixes #8457.
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This is a necessary condition for finding optimal solutions.
This is achieved by simply requiring/ensuring that no weights are smaller than 1.
Fixes #8584.
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this might cause bugs I haven't found yet..
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Docs: ERR_EOF -> ERR_FILE_EOF
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Add some 🔥 to appease @reduz. Fixes #8692.
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Slimmed down variant from the reverted #8375.
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).
This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).
Closes #6915.
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Added various functions basic math classes. Also enabled math checks …
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Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot.
Also godot will automatically start the editor now if launched with a project file as an argument.
This allows for double-clicking of projects to open them :)
Code-wise this should be complete, but there's still work to do:
- Make a nice icon for godot projects.
- Work on installers/packaging -> register the extension and icon with godot.
- Update the 2.1 to 3.0 exporter.
Tested on linux and windows so far.
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Make PopupMenu hiding distinguish between checkable item and non checkable
item.
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Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
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for debug builds.
Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly.
Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions.
Various other changes mostly cosmetic in nature.
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Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
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Fixes #7313
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This is in alignment with other functions in vector classes.
Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs.
Fixes #8201.
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Explicitly documented that Transform.basis is not necessarily an orth…
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From https://github.com/lucasdemarchi/codespell
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matrix.
Also added a check that in axis-angle rotations, axis is a normalized vector, and modified the docs accordingly.
Fixes #8113.
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According to Issue #8018, a BIND_VMETHOD macro wasn't present in scene/gui/control.cpp, while it was declared to be a virtual method in scene/gui/control.h.
classes.xml was updated to also list this method in Control.
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TabContainer's signal changes (v3)
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- Added `tab_selected` signal. Which emits a signal by selecting any tab, if current tab is selected again.
- Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** only `tab_changed` can modify previous tab index.
- Add documentation for the added function and signals. Fix a typo too.
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TCP/UDP listen bind to address and bugfixes
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