Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-11-13 | doc: Sync classref with current source | Rémi Verschelde | |
2018-10-25 | doc: Sync with current source | Rémi Verschelde | |
2018-10-25 | Repaired mistyped of 'its' on several files. | M. Huri | |
2018-10-24 | [Docs] Repaired some words on ProjectSettings | M. Huri | |
2018-10-07 | Update class documentation xml | Kelly Thomas | |
2018-10-02 | Improve doc of ProjectSettings | florian | |
Documentation added for: * bool load_resource_pack(String) * bool property_can_revert(String) * Variant property_get_revert(String) * Error save() * Error save_custom(String) | |||
2018-09-21 | doc: Sync classref with current source | Rémi Verschelde | |
2018-09-15 | doc: Sync classref with current source | Rémi Verschelde | |
2018-09-13 | [DOCS] Project Settings: Default clear color | Max Hilbrunner | |
2018-09-12 | Misc. typos | luz.paz | |
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"` | |||
2018-08-31 | update class docs | Kelly Thomas | |
2018-08-29 | doc: Sync classref with current source | Rémi Verschelde | |
2018-08-26 | Fall back to GLES2 if GLES3 is not working | Hein-Pieter van Braam | |
This adds a static is_viable() method to all rasterizers which has to be called before initializing the rasterizer. This allows us to check what rasterizer to use in OS::initialize together with the GL context initialization. This commit also adds a new project setting "rendering/quality/driver/driver_fallback" which allows the creator of a project to specify whether or not fallback to GLES2 is allowed. This setting is ignored for the editor so the editor will always open even if the project itself cannot run. This will hopefully reduce confusion for users downloading projects from the internet. We also no longer crash when GLES3 is not functioning on a platform. This fixes #15324 | |||
2018-08-21 | doc: Sync classref with current source | Rémi Verschelde | |
2018-07-26 | doc: Sync classref with current source | Rémi Verschelde | |
Fix various missing arguments in bindings. | |||
2018-06-13 | Style fixes for commit d5bb6faa | Rémi Verschelde | |
2018-06-11 | -Make sure that ProjectSettings are properly dumped when dumping docs. | Juan Linietsky | |
-Documented all properties of project settings Update documentation for ProjectSettings | |||
2018-02-27 | doc: Remove status from hardcoded version string | Rémi Verschelde | |
It has no practical use case and just generates noise for each alpha, beta, etc. | |||
2018-02-19 | doc: Update version string in header | Rémi Verschelde | |
2018-01-26 | Update ProjectSettings description to correct usage | volzhs | |
Fix #16078 | |||
2018-01-25 | doc: Sync with current source | Rémi Verschelde | |
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage). | |||
2018-01-13 | doc: Update version string in XML | Rémi Verschelde | |
2017-11-24 | doc: Update header version for 3.0-beta | Rémi Verschelde | |
2017-11-15 | doc: Sync classref with current source | Rémi Verschelde | |
2017-11-15 | doc: Rename "@Global Scope" to "@GlobalScope" | Rémi Verschelde | |
Spaces in filenames are evil. | |||
2017-11-15 | doc: Remove revision.module_config from version string | Rémi Verschelde | |
It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}", limits unnecessary diffs. | |||
2017-10-11 | doc: Sync classref with current source | Rémi Verschelde | |
Ensure that s/fixed_process/physics_process/ is handled properly. [ci skip] | |||
2017-09-20 | Rename pos to position in user facing methods and variables | letheed | |
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is. | |||
2017-09-12 | Changed the doc class generation to individual files per class. It is also ↵ | Juan Linietsky | |
possible to save module files in module directories and the build system will recognize them. |