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path: root/modules/gdscript/gd_compiler.h
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2017-01-04-GDScript support for accessing properties directlyJuan Linietsky
-Added code lookup and code completion support for properties too
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!
2016-06-01Ability to reload scripts on running gameJuan Linietsky
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-28- added 'onready' keyword to gdscript. Defers initialization of member ↵reduz
variables until _ready() is run.
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-01-14Cleaned up formating in gd_compiler.hWim Vander Schelden
2014-11-02Bug FixesJuan Linietsky
-=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
2014-02-24-moved script to modulesJuan Linietsky