Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-27 | Merge pull request #36545 from nathanwfranke/syntax-highlight-int-types | Rémi Verschelde | |
Fix autocomplete and highlighting for new integer types | |||
2020-02-27 | Merge pull request #36591 from aaronfranke/key-order | Rémi Verschelde | |
Make internal editor key order consistent | |||
2020-02-27 | Place paste after copy in new popup menu in visual shader | Yuri Roubinsky | |
+ renamed _on_nodes_delete to _delete_nodes | |||
2020-02-27 | Added popup menu for some actions in visual shaders | Yuri Roubinsky | |
2020-02-27 | Make internal editor key order consistent | Aaron Franke | |
Godot already displays controls in the order Control+Shift+Alt, so the order used with the bitmask flags should be the same. | |||
2020-02-26 | Fix autocomplete and GDScript Highlighting for types | nathanwfranke | |
Types include new integer types and others | |||
2020-02-26 | Fix a typo in the "Create Single Convex Collision Sibling" option | Hugo Locurcio | |
2020-02-26 | Merge pull request #36564 from dankan1890/quick_fix | Rémi Verschelde | |
Fixed TextureAtlas import size. | |||
2020-02-26 | Merge pull request #36563 from Chaosus/fix_resizer_color | Rémi Verschelde | |
Fix resizer icon color in VisualScripts/Shaders when graph headers is on | |||
2020-02-26 | Merge pull request #36562 from AndreaCatania/anim_crash_fix | Rémi Verschelde | |
Fixed editor crash when the animation player has no root assigned. | |||
2020-02-26 | Fix resizer icon color in VisualScripts/Shaders when graph headers is on | Yuri Roubinsky | |
2020-02-26 | Fixed editor crash when the animation player has no root assigned. | Andrea Catania | |
2020-02-26 | Changed float type to int for INDEX visual shader input | Yuri Roubinsky | |
2020-02-26 | Fixed TextureAtlas import. | Maurizio Petrarota | |
2020-02-26 | Merge pull request #36536 from Chaosus/vs_int | Rémi Verschelde | |
Add support for integer type in visual shaders | |||
2020-02-26 | Add support for integer type in visual shaders | Yuri Roubinsky | |
2020-02-25 | Merge pull request #36538 from YeldhamDev/packed_arrays_bits_icons | Rémi Verschelde | |
Update PackedInt/FloatArray icons for the new types | |||
2020-02-25 | Update PackedIint/FloatArray icons for the new types | Michael Alexsander | |
2020-02-25 | Update docs and bindings for new integer vector types | Rémi Verschelde | |
2020-02-25 | Merge pull request #36515 from reduz/packed-array-64-bits | Rémi Verschelde | |
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. | |||
2020-02-25 | Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. | Juan Linietsky | |
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float. | |||
2020-02-25 | Merge pull request #36513 from Calinou/editor-icons-pascalcase-filenames | Rémi Verschelde | |
Use PascalCase file names for editor icons | |||
2020-02-24 | Use PascalCase file names for editor icons | Hugo Locurcio | |
Using PascalCase file names without any conversion step is less confusing to new contributors. | |||
2020-02-24 | Remove this signal call that was mistakenly added in #36244 | nathanwfranke | |
The original change was in #36340 | |||
2020-02-24 | Merge pull request #36494 from akien-mga/callable-fixes | Rémi Verschelde | |
Fix some signals and non-debug branch for callable_mp | |||
2020-02-24 | Merge pull request #36489 from YeldhamDev/more_icons | Rémi Verschelde | |
Add icons for some new variants | |||
2020-02-24 | Merge pull request #36488 from Chaosus/capsule_y | Rémi Verschelde | |
Changed default capsule axis to vertical | |||
2020-02-23 | Signals: Fix invalid connections to missing callbacks | Rémi Verschelde | |
These bugs existed since those lines were added, so I assume that their intended use is no longer relevant. | |||
2020-02-23 | Signals: Make callbacks non-const, callable_mp can't handle it | Rémi Verschelde | |
2020-02-23 | Changed default capsule axis to vertical | Yuri Roubinsky | |
Co-authored-by: Hugo Locurcio <https://hugo.pro> | |||
2020-02-23 | Add icons for some new variants | Michael Alexsander | |
2020-02-23 | Fix Breakpoint compare in new Debugger. | Fabio Alessandrelli | |
Only used to keep the hashmap, but clearly bogus. | |||
2020-02-23 | Merge pull request #36461 from akien-mga/c++17-fallthrough-attribute | Rémi Verschelde | |
Replace FALLTHROUGH macro by C++17 [[fallthrough]] | |||
2020-02-23 | Replace FALLTHROUGH macro by C++17 [[fallthrough]] | Rémi Verschelde | |
This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough. | |||
2020-02-22 | Remove extra margin in the top of the debugger | Michael Alexsander | |
2020-02-22 | Fix visuals of the new debugger editor | Michael Alexsander | |
2020-02-21 | Merge pull request #36421 from Chaosus/vs_sort_custom_nods | Yuri Roubinsky | |
Refactor node processing in visual shader member dialog | |||
2020-02-21 | Merge pull request #36400 from reduz/variant-string-name | Rémi Verschelde | |
Added StringName as a variant type. | |||
2020-02-21 | Refactor node processing in visual shader member dialog | Yuri Roubinsky | |
2020-02-21 | Merge pull request #36393 from reduz/callable-method-pointer | Rémi Verschelde | |
New callable_mp macro, for signals to call method pointers directly. | |||
2020-02-21 | Added StringName as a variant type. | Juan Linietsky | |
Also changed all relevant properties defined manually to StringName. | |||
2020-02-21 | Merge pull request #36415 from reduz/skeleton-skin-named | Rémi Verschelde | |
Add support for named binds in Skin. | |||
2020-02-21 | Created the callable_mp macro, for signals to call method pointers directly. | Juan Linietsky | |
2020-02-21 | Add support for named binds in Skin. | Juan Linietsky | |
Helps better reutilization of skeletons from Maya exported files. | |||
2020-02-21 | Huge Debugger/EditorDebugger refactor. | Fabio Alessandrelli | |
2020-02-20 | Reworked signal connection system, added support for Callable and Signal ↵ | Juan Linietsky | |
objects and made them default. | |||
2020-02-20 | Merge pull request #36340 from nathanwfranke/fix-signal-errors | Rémi Verschelde | |
Fix two signal errors, remove unused break_request signals in profilers | |||
2020-02-19 | Fix two signal errors | nathanwfranke | |
Update | |||
2020-02-19 | Make orthogonal view mode persistent in new scene | janglee | |
Fixes #36339. | |||
2020-02-19 | Merge pull request #35784 from Calinou/remove-3d-camera-gizmo-icon | Rémi Verschelde | |
Remove the 3D camera gizmo icon |