Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-05-14 | Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks | Rémi Verschelde | |
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027. | |||
2020-04-02 | Replace NULL with nullptr | lupoDharkael | |
2020-03-27 | Renamed 2D and 3D nodes to make their types explicit | Juan Linietsky | |
Fixes #30736. | |||
2020-03-26 | Popups have also been converted to windows | Juan Linietsky | |
Controls using the old modal API have been replaced to use popups. | |||
2020-03-17 | Style: Set clang-format Standard to Cpp11 | Rémi Verschelde | |
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`. | |||
2020-02-23 | Signals: Make callbacks non-const, callable_mp can't handle it | Rémi Verschelde | |
2020-02-11 | Texture refactor | Juan Linietsky | |
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD | |||
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2019-11-17 | Fix animation key snapping at high zooms | Tomasz Chabora | |
2019-10-21 | Enhancements and fixes for the animation editor's copy track dialog | Michael Alexsander | |
2019-09-20 | Merge pull request #32129 from YeldhamDev/fix_track_removal_errors | Rémi Verschelde | |
Fix errors in the animation editor when removing tracks via undo/redo | |||
2019-09-13 | Fix errors in the animation editor when removing tracks via undo/redo | Michael Alexsander Silva Dias | |
2019-09-04 | Add informational messages to various editors | Michael Alexsander Silva Dias | |
2019-08-06 | Improve snapping in the animation editor | Hugo Locurcio | |
Snapping can now be toggled temporarily by holding the Ctrl key. Toggling timeline snapping is now done with the "Snap" checkbox rather than by setting the animation's "Step" setting to 0. The timeline cursor can no longer exit the animation's boundaries if the animation's "Step" is set to 0. | |||
2019-07-22 | Make possible to edit multiple keys in an animation again | Michael Alexsander Silva Dias | |
2019-07-04 | Use CheckBoxes in the editor instead of CheckButtons when applicable | Hugo Locurcio | |
CheckButtons should only be used if toggling them has an immediate effect. Otherwise, CheckBoxes should be used. | |||
2019-06-27 | Merge pull request #29941 from qarmin/redundant_code_and_others | Rémi Verschelde | |
Remove redundant code, possible NULL pointers and others | |||
2019-06-26 | Some code changed with Clang-Tidy | qarmin | |
2019-06-23 | Display invalid value keys in AnimationTrackEdit | Rémi Verschelde | |
Godot 2.1 and 3.0 had this feature but it was lost in the rewrite of the animation editor in 3.1. Drop unused KeyValid icon, since all valid keys now have a custom type icon. | |||
2019-06-19 | Merge pull request #27188 from samH-FIT/MacroUpdate | Rémi Verschelde | |
Made use of semicolons after GDCLASS more consistent, added semicolons where I found them missing. | |||
2019-06-19 | Merge pull request #29899 from Chaosus/select_all_tracks | Rémi Verschelde | |
Added button to select all tracks in track copy dialog | |||
2019-06-19 | Made use of semicolons more consitent, fixed formatting | JohnJLight | |
2019-06-19 | Added button to select all tracks in track copy dialog | Chaosus | |
2019-06-19 | Fix animation keys selection with SHIFT/CTRL | Chaosus | |
2019-05-27 | Make animation editor change tracks positions instead of swapping them | Michael Alexsander Silva Dias | |
2019-04-30 | Warn when opening imported anim in AnimationPlayer | homer666 | |
2019-04-14 | Add support for FPS snap in Animation Editor. | Juan Linietsky | |
2019-03-06 | Safer way to update animation if changed, fixes #26670 | Juan Linietsky | |
2019-03-03 | Implement a more coherent (and way less hack) way to block animation ↵ | Juan Linietsky | |
updates, fixes #24618 | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-08-29 | Add missing copyright headers | Rémi Verschelde | |
2018-06-08 | Bit more of visual polish | Juan Linietsky | |
2018-06-07 | Entirely new (and much improved) animation editor. | Juan Linietsky | |