Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-15 | Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. | Juan Linietsky | |
2020-02-12 | ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵ | Juan Linietsky | |
32 bits. | |||
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 | |||
2020-01-09 | Don't copy script with copy params | volzhs | |
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. | |||
2019-12-10 | Removed unused variables, add some constants numbers | Rafał Mikrut | |
2019-11-10 | Multi-selection restored properly after switching scenes | PouleyKetchoupp | |
Fixes #33511 | |||
2019-11-07 | Merge pull request #33343 from KoBeWi/scene_tree_dusting | Rémi Verschelde | |
Another scene tree dock menu cleanup | |||
2019-11-06 | Node create dialog filtering optimization | PouleyKetchoupp | |
Avoid loading the same scripts again and parse them when updating the node type tree. | |||
2019-11-04 | Another scene tree dock menu cleanup | Tomasz Chabora | |
2019-09-25 | Added some obvious errors explanations | qarmin | |
2019-08-15 | Allow to create scene from FileSystem dock | Tomasz Chabora | |
2019-07-19 | Make custom types more subtle and more useful | Bojidar Marinov | |
Implements #6067 (aaronfranke's idea) Fixes #26980 | |||
2019-06-04 | Fix moving and renaming files | Hein-Pieter van Braam-Stewart | |
This commit fixes several issues related to moving scenes and resources in an open project. * Don't try to reload scenes while not all scenes are updated yet. * Don't use the UndoRedo system to update non-user initiated editor state. * Resave scenes after moving files and updating resource path(s). | |||
2019-03-09 | Allow class_name scripts to have nested inheritance | George Marques | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-11-26 | Merge pull request #23060 from willnationsdev/inherit-non-class-script | Rémi Verschelde | |
Fix Script -> Script Class not in CreateDialog | |||
2018-11-16 | Check if setting exists to prevent warning | DrNochi | |
Fixes #23332 | |||
2018-10-16 | Fix Script -> Script Class not in CreateDialog | Will Nations | |
2018-09-14 | Refactor editor icon retrieval | willnationsdev | |
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes. | |||
2018-08-14 | Add custom icons to script classes. | Will Nations | |
2018-07-26 | Merge pull request #20233 from willnationsdev/gsc-editor | Juan Linietsky | |
Add script class hierarchies & add-script button permanence/auto-derivation | |||
2018-07-26 | Reduce unnecessary COW on Vector by make writing explicit | Hein-Pieter van Braam | |
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case. | |||
2018-07-25 | Add script hierarchies,add-script btn auto-derives | Will Nations | |
2018-06-18 | -Added AnimationGraphPlayer (still missing features) | Juan Linietsky | |
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback) | |||
2018-05-26 | Merge pull request #15489 from willnationsdev/gdnative-hook | Max Hilbrunner | |
Add EditorPlugin.build() build callbacks | |||
2018-05-08 | Merge pull request #15928 from StateOff/feature_batch_rename | Rémi Verschelde | |
Implements "Batch Rename" editor tool. | |||
2018-05-07 | Merge pull request #15640 from willnationsdev/resource-saved-signal | Max Hilbrunner | |
Added EditorPlugin 'resource_saved' signal | |||
2018-04-30 | hide tab changed debug print | Alexander Holland | |
2018-04-22 | Change ".." punctuation for "..." in editor strings (#16507) | Hugo Locurcio | |
2018-02-25 | Now the inspector will show the custom resources added via plugin | MrCdK | |
2018-01-31 | Added EditorPlugin 'resource_saved' signal | Will Nations | |
2018-01-22 | Implements "Batch Rename" editor tool. | Blazej Floch | |
2018-01-12 | Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵ | Juan Linietsky | |
of tree notification. Updated doc accordingly. | |||
2018-01-08 | Add EditorPlugin.build() build callbacks | Will Nations | |
2018-01-08 | Fixes #15416 - "The deleted nodes are hanging in the inspector." | Blazej Floch | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-04 | Merge pull request #14802 from volzhs/selection-changed | Rémi Verschelde | |
Fix "selection_changed" called twice | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-26 | Properly rename scenes and resources after renaming or moving files, should ↵ | Juan Linietsky | |
fix #13976 It's not tested, so please test. | |||
2017-12-18 | Fix "selection_changed" called twice | volzhs | |
2017-12-02 | Some untranslated UI strings | Unknown | |
2017-11-11 | ability to lock spatial nodes transform in editor | Jakub Grzesik | |
2017-09-01 | Fix typo 'begining' to 'beginning' | Poommetee Ketson | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-24 | Convert Object::cast_to() to the static version | Hein-Pieter van Braam | |
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/ | |||
2017-08-12 | Updated function argument names | Wilson E. Alvarez | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-07 | Makes all Godot API's methods Lower Case | Indah Sylvia | |