Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde | |
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | |||
2017-03-05 | Refactoring: rename tools/editor/ to editor/ | Rémi Verschelde | |
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful. | |||
2017-03-04 | Implements modules documents | Geequlim | |
Editor can generate documents for modules in thier own xml files | |||
2017-02-21 | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵ | Juan Linietsky | |
modified files) -.pck and .zip exporting redone, seems to be working.. | |||
2017-02-09 | Reorder the folders in tools to prepare moving tools/editor | Rémi Verschelde | |
- `certs` and `editor_fonts` go to `thirdparty` - `dist` and `scripts` go to a new `misc` folder - `collada` and `doc` go to `tools/editor` The next step will be to rename `tools/editor` to `editor` directly, but this will be done at the right time to avoid breaking too many PRs. | |||
2017-02-04 | Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.x | Juan Linietsky | |
2017-02-01 | Lot of work in new importer, importing textures now works. | Juan Linietsky | |
2017-01-25 | Removed import/export system, will start new one from scratch. | Juan Linietsky | |
2017-01-25 | Audio bus editing is COMPLETE! | Juan Linietsky | |
2017-01-16 | Style: Various fixes to play nice with clang-format | Rémi Verschelde | |
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-15 | Oops! Audio engine has vanished :D | Juan Linietsky | |
2017-01-14 | no more errors related to missing GlobalConfig::Get (or so I hope) | Juan Linietsky | |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | |||
2017-01-13 | Reenable node name case setting + code cleanups | Rémi Verschelde | |
The method _generate_serial_child_name is indeed called relatively often in editor mode, but that commented out code chunk hardly adds to its slowness (and with the default setting, not at all). Also did various related code cleanups and simplifications. | |||
2017-01-13 | Created new Engine singleton, and moved engine related OS functions to it. | Juan Linietsky | |
2017-01-11 | Added a BACK notification besides QUIT, so they go in separate channels. | Juan Linietsky | |
2017-01-08 | Move tests again from core to main | Rémi Verschelde | |
As advised by @reduz, as tests depend on other libs. | |||
2017-01-08 | Move core engine tests to core/ | Rémi Verschelde | |
2017-01-05 | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | |
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available | |||
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | |
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS() | |||
2017-01-02 | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | |
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde | |
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | |||
2016-11-09 | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky | |
2016-11-03 | Fix typos and missing newlines in --help | Tim Roes | |
2016-10-30 | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | |
2016-10-03 | Merge pull request #6677 from J08nY/issue-pck-packer | Rémi Verschelde | |
PCKPacker: Move to core from tools, fixes #4129 | |||
2016-10-03 | Merge pull request #6479 from RandomShaper/improve-debug-focus | Rémi Verschelde | |
Improve debug focus behavior | |||
2016-10-01 | PCKPacker: moved from tools into core, fixes #4129 | J08nY | |
2016-09-17 | Click the inspected objet name to see all subresources. | Juan Linietsky | |
2016-09-14 | Added API version and hashing to ObjectTypeDB | Juan Linietsky | |
2016-09-14 | Improve debug focus behavior | Pedro J. Estébanez | |
Fix focusing debugged game on Windows Add re-focusing editor on continue | |||
2016-09-06 | enable autoload for command-line scripts | caryoscelus | |
fixes #6360 | |||
2016-09-01 | -Modified Input and added is_action_just_pressed() as well as ↵ | Juan Linietsky | |
is_action_just_released() | |||
2016-07-10 | Fix crash on asset lib install | George Marques | |
This is not the perfect solution, but fixes the crash and avoid a dependency on EditorNode. | |||
2016-07-09 | removed target_fps option, moved it to debug (it makes no sense for games). ↵ | Juan Linietsky | |
Added a frame_delay option for games that don't want to use the CPU fully. | |||
2016-07-07 | Removed unused variables (first pass) | Rémi Verschelde | |
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable | |||
2016-06-18 | update EditorDirDialog on external change, closes #4629 | Juan Linietsky | |
2016-06-05 | vsync support | Juan Linietsky | |
-works on windows -may not work on X11, if so please fix -OSX does not seem to support disabling vsync | |||
2016-06-05 | Make Input Actions config not affect the editor | Juan Linietsky | |
2016-05-30 | -Some fixes to OSX retina scaling for window functions | Juan Linietsky | |
-Implemented HiDPI detection and support for Godot Editor! | |||
2016-05-22 | Change low processor usage mode to cap to 60 FPS rather than 40 FPS | Calinou | |
This results in smoother operation in the editor, without needing to resort to the "Update Always" method which uses more resources than needed. | |||
2016-05-21 | First version of Profiler | Juan Linietsky | |
It is now possible to profile GDScript as well as some parts of Godot internals. | |||
2016-04-15 | Always set default clear color | eska | |
2016-03-12 | Borderless window support for the Win32 build. Default window position is ↵ | Saracen | |
now also centred. | |||
2016-03-12 | -Made editor support SSL certs by default (embedded them) | Juan Linietsky | |
-Made asset sharing support https -Many fixes to HTTPRequest -Added an asset installer dialog -Visual cleanups to asset sharing tab -Fixed some issues in ScrollContainer, hope it does not break things -Asset sharing tab is not visible (hidden on purpose) for now. | |||
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-02-25 | adds -pm and -project_manager command line options to start project manager | Ariel Manzur | |
fixes bug where the user has an engine.cfg on the executable directory so it runs the game instead of opening the project manager | |||
2016-02-03 | Merge pull request #3493 from Hinsbart/wm_class | Rémi Verschelde | |
x11: use different strings for WM_CLASS depending on context |