Age | Commit message (Collapse) | Author |
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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Also added editor setting to control the delay used before unfold occurs.
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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.
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Adds two keywords to shader language for uniforms:
-'global'
-'instance'
This allows them to reference values outside the material.
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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`.
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- Fix `callable_mp` bindings to methods which used to have default
arguments passed to `bind_method`. We now have to re-specify them
manually when connecting.
- Re-add `GroupsEditor::update_tree` binding.
- Misc code quality changes along the way.
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-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
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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.
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Expose "meta" to the Inspector
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Allows enabling/disabling parts of the editor and storing/loading profiles for that.
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Bug introduced in #21701, missed in 541422a4a28c873142af9bfc988468b3e9e05948.
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nodes. Fixes #23554
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Fix multiselect change property
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Happy new year to the wonderful Godot community!
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better.
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Fixes #23330
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-Removed one and zero hints for properties, replaced by default value
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local info exists).
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Updates the following plugins:
- ConnectionsDialog
- ScriptEditorDebugger
- ItemListEditorPlugin
Also drop now unnecessary compatibility methods.
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-Added optional horizontal/vertical modes for vector editing (default false for vec2, true for vec3)
-Some clean ups with fonts and styles
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-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
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- Fix inspector dock not updating tree for main resource;
- Fixes the inspector input text reverted during typing;
- Add method bind for "refresh" used by MultiNodeEdit;
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-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
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-Plenty of fixes and improvements to new inspector
-Fixes that were needed to make inspector work better
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-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
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