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2017-03-19Input: bind parse_input_event()Andreas Haas
When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree. However, you won't get any of the benefits of the Input singleton: - No InputMap actions will be emitted - The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event. This is fixed by using `Input.parse_input_event(ev)` instead. I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
2017-03-05A 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
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
2017-03-05Refactoring: 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.
2017-03-04Implements modules documentsGeequlim
Editor can generate documents for modules in thier own xml files
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
2017-02-26Merge pull request #7862 from Hinsbart/joypad_connectionsRémi Verschelde
Better handling of joypad device IDs.
2017-02-26Better handling of joypad device IDs.Andreas Haas
Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself. This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code). For now, it's implemented for the main desktop platforms. Possible targets for future work: android, uwp, javascript
2017-02-26Merge pull request #7851 from shlomif/fix-some-compilation-warningsRémi Verschelde
Get rid of some compilation warnings.
2017-02-21Fix 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..
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-09Reorder the folders in tools to prepare moving tools/editorRémi 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.
2017-02-04Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.xJuan Linietsky
2017-02-02Merge pull request #7649 from Faless/fix_input_masterRémi Verschelde
Keyboard Input modifiers do not block actions.
2017-02-01Lot of work in new importer, importing textures now works.Juan Linietsky
2017-01-25Removed import/export system, will start new one from scratch.Juan Linietsky
2017-01-25Keyboard Input modifiers do not block actions.Fabio Alessandrelli
This means, if you press "F" while holding "shift" and there is and action registered for "F" that action should be pressed. This commit restore this behaviour, lost when implementing is_action_just_pressed. If you want "blocking modifiers" you should code it via script. Fixes 6826
2017-01-25Audio bus editing is COMPLETE!Juan Linietsky
2017-01-23Ability to delete, drag and drop audio buses!Juan Linietsky
2017-01-16Style: Various fixes to play nice with clang-formatRémi Verschelde
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-16Style: No break before list braceRémi Verschelde
clang-format does not handle that well *at all*. For the reference, found the relevant pieces of code with: `ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
2017-01-15Oops! Audio engine has vanished :DJuan Linietsky
2017-01-15fixed to 2D physics, makes it work againJuan Linietsky
2017-01-14no more errors related to missing GlobalConfig::Get (or so I hope)Juan Linietsky
2017-01-15Merge pull request #7127 from BastiaanOlij/ios_metersRémi Verschelde
Core motion implementation for iPhone (Accelerometer/Gyro/Magnetometer support)
2017-01-14Style: Fix whole-line commented codeRémi 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.
2017-01-14Finish renaming *Frame GUI classes to *RectRémi Verschelde
ReferenceFrame had been overlooked, and the cpp files still used the old names. Also ripgrep'ed it all to find some forgotten references.
2017-01-14rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky
String.get_basename()
2017-01-13rename Input.get_mouse_speed() to Input.get_last_mouse_speed()Juan Linietsky
2017-01-13Reenable node name case setting + code cleanupsRémi 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.
2017-01-13Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky
2017-01-12Added support for getting gravity vector from iOSBastiaanOlij
2017-01-11Added a BACK notification besides QUIT, so they go in separate channels.Juan Linietsky
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-08More fixes to Joypad renaming.Andreas Haas
Windows did not compile anymore because DI8DEVTYPE_JOYPAD obviously isn't defined in the directx headers ^^ I also did the same renaming as in #7473 for the windows platform and reverted the changes in the gamepad mappings.
2017-01-08Move tests again from core to mainRémi Verschelde
As advised by @reduz, as tests depend on other libs.
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
2017-01-08Move core engine tests to core/Rémi Verschelde
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-06-Changed memory functions, Memory::alloc_static*, simplified them, made them ↵Juan Linietsky
aligned to 16 -Changed Vector<> template to fit this.
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
2017-01-02ObjectTypeDB 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()
2017-01-02Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-01Welcome 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!
2016-11-11Merge pull request #6862 from Faless/fix_6388Rémi Verschelde
Fix Keyboard Input Hangs when using modifiers
2016-11-09all light types and shadows are working, pending a lot of clean-upJuan Linietsky
2016-11-03Rename remaining WinRT references to UWPGeorge Marques