Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-11-16 | GDScript: Refactor "GD" class prefix to "GDScript" | Rémi Verschelde | |
2017-11-09 | Reworked how servers preallocate RIDs, should fix #10970 | Juan Linietsky | |
2017-09-19 | added OAHashMap type | Karroffel | |
2017-09-01 | Merge pull request #10318 from endragor/ordered-hash-map | Rémi Verschelde | |
Implement OrderedHashMap | |||
2017-08-29 | removed DISCARD built in variable, replaced by actual discard GLSL ↵ | Juan Linietsky | |
instruction, fixes #9677 | |||
2017-08-27 | Dead code tells no tales | Rémi Verschelde | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-22 | Removed unnecessary returns and break statements | Wilson E. Alvarez | |
2017-08-21 | Removed unnecessary assignments | Wilson E. Alvarez | |
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg | |
Fixes #10244. | |||
2017-08-13 | Replace GUI anchor type by a float between 0 and 1 | Gilles Roudiere | |
2017-08-13 | Implement OrderedHashMap | Ruslan Mustakov | |
2017-07-19 | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky | |
-Added system for feature overrides, it's pretty cool :) | |||
2017-06-26 | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky | |
-Fixded BackBuffercopy object | |||
2017-06-16 | Godot 3.0 primitives as resources for use with MeshInstance | BastiaanOlij | |
Adds the following resources: - CapsuleMesh: a capsule object - CubeMesh: a cube that can be subdivided - CylinderMesh: a cylinder - PlaneMesh: a horizontal plane that can be subdivided - PrismMesh: a prism shape - SphereMesh: a sphere - QuadMesh: reintroduction of the original quadmesh Removes the old Quad and TestCube nodes | |||
2017-06-03 | InputEvent: Renamed "pos" property to "position" | Andreas Haas | |
Make the naming consistent with other classes. | |||
2017-05-28 | -Added .hdr format support | Juan Linietsky | |
-Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant | |||
2017-05-20 | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | |
this might cause bugs I haven't found yet.. | |||
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | |
2017-04-24 | Merge pull request #8277 from tagcup/math_checks | Rémi Verschelde | |
Added various functions basic math classes. Also enabled math checks … | |||
2017-04-10 | Rename [gs]et_pos to [gs]et_position for Controls | Sergey Pusnei | |
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005 | |||
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-04-06 | New particle system, mostly working, some small features missing. | Juan Linietsky | |
2017-04-06 | Added various functions basic math classes. Also enabled math checks only ↵ | Ferenc Arn | |
for debug builds. Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly. Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions. Various other changes mostly cosmetic in nature. | |||
2017-03-24 | Fix typos in source code using codespell | Rémi Verschelde | |
From https://github.com/lucasdemarchi/codespell | |||
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 | Add a bunch of missing Godot headers in own files | Rémi Verschelde | |
2017-02-28 | Various fixes detected using PVS-Studio static analyzer. | Thaer Razeq | |
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements | |||
2017-02-26 | Merge pull request #7851 from shlomif/fix-some-compilation-warnings | Rémi Verschelde | |
Get rid of some compilation warnings. | |||
2017-02-21 | Fix some compilation warnings. | Shlomi Fish | |
Redone the commit based on the input in https://github.com/godotengine/godot/pull/7851 . Not all warnings were fixed but it's a start. | |||
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.. | |||
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-15 | Oops! Audio engine has vanished :D | Juan Linietsky | |
2017-01-15 | fixed to 2D physics, makes it work again | 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. | |||
2017-01-14 | Finish renaming *Frame GUI classes to *Rect | Rémi Verschelde | |
ReferenceFrame had been overlooked, and the cpp files still used the old names. Also ripgrep'ed it all to find some forgotten references. | |||
2017-01-14 | rename String.extension() -> String.get_extension() / String.basename() -> ↵ | Juan Linietsky | |
String.get_basename() | |||
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
2017-01-08 | Move tests again from core to main | Rémi Verschelde | |
As advised by @reduz, as tests depend on other libs. |