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2020-01-01Update copyright statements to 2020Rémi 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.
2019-12-30Merge pull request #34589 from Calinou/improve-cli-export-helpRémi Verschelde
Fix and improve command-line exporting help
2019-12-24Fix and improve command-line exporting helpHugo Locurcio
It was previously mentioning only one of the two required arguments. This also mentions that the export path is relative to the project directory. This partially addresses #28646.
2019-12-24Cleans up headers included in editor_node.hHaoyu Qiu
2019-12-13Add project setting to hide home indicator on iOSJonas Bernemann
On iOS devices without a physical home button iOS shows a home indicator instead. This is often in the way of the UI or the game. Added a project setting to disable hidden home indicator. The default value is to hide the home indicator
2019-12-04Added support for vertical syncing via the Windows OS compositor (DWM.)TerminalJack
2019-12-01iOS modular build and export implementation.bruvzg
2019-11-29Flush remaining messages before quitting the game when loading failsPouleyKetchoupp
This change allows error messages to be printed in the editor debugger when the game fails on load, instead of displaying them in the console terminal only.
2019-11-26godot exit code improvement for --script --check-only, fixes #33895Pawel Lampe
this commit causes godot executable to return non-zero exit code once invalid script is passed via --script during --check-only
2019-11-11Remove ERR_EXPLAIN macros and the scaffolding they needed.Marcel Admiraal
2019-11-08Merge pull request #27742 from rxlecky/camera-replicationRémi Verschelde
Game camera override
2019-11-04Remove unused `editor/active` project settingHugo Locurcio
This closes #33322.
2019-11-01Fix some crashes, overflows and using variables without valuesRafał Mikrut
2019-10-23Implement game camera overrideErik
Implemented uniform API in Viewport class to override 2D and/or 3D camera. Added buttons in 2D and 3D editor viewport toolbars that override the running game camera transform with the editor viewport camera transform. Implemented via remote debugger protocol and camera override API. Removed LiveEditFuncs function pointers from ScriptDebugger class. Since the debugger got access to the SceneTree instance (if one exists), there is no need to store the function pointers. The live edit functions in SceneTree are used directly instead. Also removed the static version of live edit functions in SceneTree for the same reason. This reduced the SceneTree -> Debugger coupling too since the function pointers don't need to be set from SceneTree anymore. Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'. This is because the remote debugger is now using SceneTree directly and 'core/' classes should not depend on 'scene/' classes.
2019-10-14Small fixes to redundand code, copy paste bugsqarmin
2019-10-04Make possible to use just one "size/test_*" value in the settingsMichael Alexsander
2019-09-27Validate audio/video driver command-line argumentsHugo Locurcio
This will exit early if the audio/video driver specified doesn't exist.
2019-09-26SCons: do not build tests with tools=noAndrii Doroshenko (Xrayez)
This doesn't affect the resulting binary size, but allows to save a phew seconds during compilation if building export templates.
2019-09-25Added some obvious errors explanationsqarmin
2019-09-03Adds skip-breakpoints featureiwek7
2019-08-27Mark the V-Sync project setting to require an editor restartHugo Locurcio
The V-Sync project setting also applies to the editor, but it will only take effect when the editor is restarted.
2019-08-26Merge pull request #31481 from Calinou/generate-gdnative-use-gles2Rémi Verschelde
Always use the GLES2 backend when generating the GDNative API JSON
2019-08-24Register as an editor instance when generating the GDNative API JSONHugo Locurcio
This enables the automatic GLES2 fallback if the hardware doesn't support the GLES3 backend. This closes #27768.
2019-08-21Rewrite StreamPeerSSL with SSLContext helper classFabio Alessandrelli
connect_to_stream now accepts optional parameter to specify which certificates to trust. Implement accept_stream (SSL server) with key/cert parameters to specify the RSA key and X509 certificate resources.
2019-08-17Revert "Add Min/Max Window Size Setting"Rémi Verschelde
2019-08-15Add Min/Max Window Size SettingEmmanuel Barroga
Add project settings to easily set the minimum and maximum window size.
2019-08-09Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "main" and "servers" directoriesMichael Alexsander Silva Dias
2019-07-31Cap the number of warnings/errors per second rather than per frameHugo Locurcio
This reproduces the behavior used for printing when using the remote debugger. The default limit is 100 errors and 100 warnings per second, which makes it possible to display much more GDScript warnings before overflowing. This also adds a "Too many warnings" message, so that warnings don't look like errors when overflowing anymore. This closes #21896.
2019-07-18Merge pull request #30226 from lawnjelly/interpolateRémi Verschelde
Add access to interpolation fraction for fixed timestep interpolation
2019-07-11Add access to interpolation fraction for fixed timestep interpolationlawnjelly
Addresses #30068 This is a prerequisite for allowing proper support for fixed timestep interpolation, exposing the interpolation fraction to the engine, modules and gdscript. The interpolation fraction is the fraction through the current physics tick at the time of the current frame.
2019-07-04Make `--doctool` create directories if they don't existHugo Locurcio
This prevents errors due to missing directories when generating engine documentation. This closes #17297.
2019-07-01Revert "Add godot version in backtrace message"Rémi Verschelde
2019-07-01Merge pull request #29815 from NilsIrl/plus_file_1Rémi Verschelde
Replace ` + "/" + ` with `String::file_add()`
2019-07-01Merge pull request #28572 from lupoDharkael/trace-infoRémi Verschelde
Add godot version in backtrace message
2019-06-29Merge pull request #30154 from bojidar-bg/30149-export-flag-editorRémi Verschelde
Ensure --export implies --editor
2019-06-28Ensure --export implies --editorBojidar Marinov
Fixes #30149
2019-06-27Add default values to the editor help, docs, and generated RSTBojidar Marinov
Also, make spacing of "=" in the editor help a bit more consistent. Closes #16086
2019-06-27Merge pull request #29941 from qarmin/redundant_code_and_othersRémi Verschelde
Remove redundant code, possible NULL pointers and others
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-23Replace ` + "/" + ` with `String::file_add()`Nils ANDRÉ-CHANG
2019-06-20Add option to toggle console window on WindowsLuka Dornhecker
This is an editor setting and its value can also be toggled using an entry in the Editor toolbar. The console will still appear briefly when starting the project manager or editor, as it's still compiled as console application. Does not impact exported games, which will still run without console in release and with console in debug mode. A project setting or export option could be added to disable it in debug mode if there's demand for it, but that would greatly reduce the usefulness of debug builds if Windows users can no longer report error and crash messages. Fixes #17889. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2019-06-19Merge pull request #29470 from KoBeWi/_Rémi Verschelde
Add a separator in debug output for readability
2019-06-16Merge pull request #29764 from Calinou/boot-splash-no-filter-optionRémi Verschelde
Add an option to disable boot splash filtering
2019-06-15Add an option to disable boot splash filteringHugo Locurcio
Disabling filtering is usually desired in projects using a pixel art style. This closes #19415.
2019-06-13Limit Physics Process FPS above 0Emmanuel Barroga
Resolves: #19734
2019-06-12Merge pull request #29465 from bruvzg/per_pixel_transp_imprRémi Verschelde
Removes redundant "splash" setting, improves per pixel transparency documentation.
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
2019-06-04Add a separator in debug output for readabilityTomasz Chabora
2019-06-04Removes redundant "display/window/per_pixel_transparency/splash" setting, ↵bruvzg
improves per pixel transparency documentation.
2019-06-01Display longer Git hashes in engine version dialogsHugo Locurcio
Due to the high number of commits in the Godot repository, 7-character hashes were starting to become occasionally ambiguous. In contrast, 9-character hashes are currently unambiguous for all commits.