Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-20 | Reworked signal connection system, added support for Callable and Signal ↵ | Juan Linietsky | |
objects and made them default. | |||
2020-02-18 | PoolVector is gone, replaced by Vector | Juan Linietsky | |
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`. | |||
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 | |||
2020-01-01 | 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. | |||
2019-12-24 | Cleans up headers included in editor_node.h | Haoyu Qiu | |
2019-10-23 | Add clear menu entries for extending and replacing scripts | Anubhab Ghosh | |
2019-08-31 | Default ColorPicker color mode setting | Bhupendra Aole | |
There is a new setting for Default ColorPicker color mode in Editor Settings->Interface->Inspector. Initially this setting will be RGB. Editor ColorPicker will always start with mode defined in this settiing. Fixes #30755 and #30754 | |||
2019-07-20 | Changed some code showed in LGTM and Coverage | qarmin | |
2019-06-26 | Some code changed with Clang-Tidy | qarmin | |
2019-04-09 | Style: Apply new changes from clang-format 8.0 | Rémi Verschelde | |
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes). | |||
2019-02-20 | Add -Wshadow=local to warnings and fix reported issues. | marxin | |
Fixes #25316. | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-10-26 | Small capitalization fixes across the editor | Michael Alexsander Silva Dias | |
2018-10-15 | Fix enum values in the editor and hide enum numeric values in the Inspector | Ignacio Etcheverry | |
- Hide numeric value of enum constants in the inspector (EditorPropertyEnum) - EditorPropertyEnum, CustomPropertyEditor: Calculate values of enum constants correctly when only some of these constants have explicit values. | |||
2018-09-23 | Removed obsoleted core/helper/value_evaluator.h and moved math_fieldwise to ↵ | DualMatrix | |
core/math/ Removed obsoleted core/helper/value_evaluator.h and moved math_fieldwise to core/math/ | |||
2018-09-13 | Update visual scripting to use new expression class #20885 | K. S. Ernest (iFire) Lee | |
2018-09-11 | Drop obsolete PropertyEditor and SectionedPropertyEditor code | Rémi Verschelde | |
Replaced by EditorInspector. | |||
2018-08-24 | Make some debug prints verbose-only, remove others | Rémi Verschelde | |
2018-08-14 | Add custom icons to script classes. | Will Nations | |
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. | |||
2018-07-20 | Few fixes for editor tab in editor settings | Chaosus | |
2018-05-31 | Increase settings apply speed and added deferred color apply | Chaosus | |
2018-05-15 | -New inspector. | Juan Linietsky | |
-Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) - | |||
2018-05-03 | Merge pull request #16418 from bojidar-bg/15961-gdscript-array-export | Rémi Verschelde | |
Allow exporting arrays of resources in GDScript | |||
2018-04-22 | Change ".." punctuation for "..." in editor strings (#16507) | Hugo Locurcio | |
2018-04-08 | Fix #18058 regression | Chaosus | |
2018-04-08 | Merge pull request #16995 from mrcdk/custom_resources_inspector | Juan Linietsky | |
The inspector will show the custom resources added via plugin | |||
2018-03-13 | Duplicate Arrays and Dictionaries when instancing scene in editor | Bojidar Marinov | |
Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate Fixes #13971 | |||
2018-02-25 | Now the inspector will show the custom resources added via plugin | MrCdK | |
2018-02-14 | Merge pull request #15505 from YeldhamDev/type_icons | Rémi Verschelde | |
Re-enabled type icons | |||
2018-02-05 | Allow exporting arrays of resources in GDScript | Bojidar Marinov | |
Fixes #15961 | |||
2018-01-15 | PropertyEditor: Add missing MAKE_PROPSELECT. | Andreas Haas | |
Fixes #15745 | |||
2018-01-08 | Re-enabled type icons. | Michael Alexsander Silva Dias | |
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. | |||
2018-01-05 | Fix get_edited_scene_root error at starting editor | volzhs | |
Fix #15300 | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-27 | Merge pull request #14991 from djrm/pr_fixes | Noshyaar | |
Show Options Dialog for NodePath and File in clicked button position. | |||
2017-12-25 | Fix popup menu size in Inspector dock | volzhs | |
2017-12-23 | Show Options Dialog for NodePath and File in clicked button position. | Daniel J. Ramirez | |
Auto select newly created nodes. | |||
2017-12-21 | Fixes and modifications for some dialogs. | Michael Alexsander Silva Dias | |
2017-12-17 | Clean up setting dialogues a bit. | Ray Koopa | |
2017-12-16 | Merge pull request #14698 from ↵ | Rémi Verschelde | |
carlosfvieira/6382-Properties_in_the_inspector_lacking_tooltips Proposed change to close issue "#6382 - Properties in the inspector lacking tooltips" | |||
2017-12-15 | Made multiline property editor deselect text when opening. | Michael Alexsander Silva Dias | |
2017-12-16 | closes godotengine/godot#6382 - traverse classes docs so that all properties ↵ | carlosfvieira | |
from inherited classes have tooltips accordingly | |||
2017-12-12 | Enhance undoredo action name, TTR, cleanup | Poommetee Ketson | |
2017-12-11 | Highlight Editor Settings categories | Ray Koopa | |
2017-12-10 | Fix wrong return value in some virtual method bindings | Rémi Verschelde | |
2017-12-10 | Merge pull request #13351 from poke1024/fix12451_2 | Rémi Verschelde | |
Make click on arrow properly open and close property editor modals |