Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-07-19 | Add object type hint for docs | Poommetee Ketson | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
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 | |||
2017-01-16 | Overloaded basic math funcs (double and float variants). Use real_t rather ↵ | Ferenc Arn | |
than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions. | |||
2017-01-16 | Merge pull request #7532 from tagcup/pcg_prng | Rémi Verschelde | |
Replace the existing PRNG (Xorshift31) with (minimal) PCG-32. | |||
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-16 | Style: Cleanups, added headers, renamed files | Rémi Verschelde | |
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain). | |||
2017-01-15 | Replace the existing PRNG (Xorshift31) with (minimal) PCG (XSH-RR variant ↵ | Ferenc Arn | |
with 32-bit output, 64-bit state). PCG is better than many alternatives by many metrics (see www.pcg-random.org) including statistical quality with good speed. | |||
2017-01-11 | Both Array and Dictionary are always in shared mode (removed copy on write). | Juan Linietsky | |
2017-01-11 | Merge pull request #7093 from bojidar-bg/named-colors | Rémi Verschelde | |
Add named colors to GDScript/Visual Script/core. | |||
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 | Moved JSON functions to built-in to_json, parse_json, validate_json | Juan Linietsky | |
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() | |||
2017-01-01 | 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! | |||
2016-12-17 | Add named colors to GDScript/Visual Script/core. | Bojidar Marinov | |
Names and values taken from https://en.wikipedia.org/wiki/X11_color_names | |||
2016-10-17 | Merge pull request #6692 from bojidar-bg/add-char-to-gd-vs-script | Rémi Verschelde | |
Add `String char(int ascii)` function to GDScript and Visual Script | |||
2016-10-13 | Revert "Add warning when (pre)loading paths with leading / (#4280 - #3106)" | Fabio Alessandrelli | |
Also closes: #6801 This reverts commit e59820ac94b7c9706298d5559608937dfca332e5. | |||
2016-10-09 | i18n: Fix string that broke msgmerge | Rémi Verschelde | |
2016-10-04 | Add warning when (pre)loading paths with leading / (#4280 - #3106) | Fabio Alessandrelli | |
2016-10-03 | Add `String char(int ascii)` function to GDScript and Visual Script | Bojidar Marinov | |
Just hope it doesn't crashes with that much pointer math... :smile: | |||
2016-07-26 | Changed the way the step decimals are computed to a safer way, fixes many ↵ | Juan Linietsky | |
issues. | |||
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 | Add @GDScript.type_exists | Geequlim | |
2016-06-18 | Fix type hint for the seed argument | Rémi Verschelde | |
Closes #5260. | |||
2016-06-11 | Made many built-in gdscript functions return more descriptive errors, closes ↵ | Juan Linietsky | |
#5150 | |||
2016-06-03 | Fix Color8 constructor using wrong value range | George Marques | |
Fix #5015 | |||
2016-05-17 | GDScript: Fix method info for is_nan and is_inf | Rémi Verschelde | |
As reported on https://godotengine.org/qa/4114/why-isnan-and-isinf-arent-implemented | |||
2016-05-11 | ability to drag scenes from filesystem to tree for instancing | Juan Linietsky | |
2016-03-01 | Revert "Merge pull request #3814 from est31/iterators_for_for" | Rémi Verschelde | |
This reverts commit adf50568890cefb5fc354dbc1b21c4140bb410f9, reversing changes made to ee2bc87c0ef3cc1a432655ff935e60f32977904d. | |||
2016-02-28 | Add xrange builtin function | est31 | |
Also update classes.xml in order to document xrange | |||
2016-01-26 | Merge pull request #3445 from akien-mga/master | Rémi Verschelde | |
Add missing return for typeof() MethodInfo | |||
2016-01-25 | Add missing return for typeof() MethodInfo | Rémi Verschelde | |
2016-01-02 | Added var2bytes and bytes2var to convet any variable to bytes and back. ↵ | Juan Linietsky | |
Closes #2075 | |||
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-31 | small fixes to color8 | Juan Linietsky | |
2015-12-31 | -Added Color8(r8,g8,b8,a8) function as well as .r8,.g8,.b8,.a8 members to ↵ | Juan Linietsky | |
Color, to deal with colors in the 0-255 range. Closes #2345 | |||
2015-12-31 | force thread model to single-safe when running editor, fixes #2387 | Juan Linietsky | |
2015-12-31 | -Changed var2str and str2var in GDScript to use VariantWriter and VariantParser | Juan Linietsky | |
-It is now finally possible to parse back a variant from text! | |||
2015-12-14 | replaced :var by :Variant in documentation, fixes #2897 | Juan Linietsky | |
2015-09-20 | Make dict2inst set internal members of instance | George Marques | |
Fix #2490 | |||
2015-05-09 | -Added prints() function, fixes #1132, #1859 | Juan Linietsky | |
-Tabs work inside built-in log window, fixes #1867 | |||
2015-04-18 | Updated copyright year in all headers | Juan Linietsky | |
2015-04-18 | -renamed function to get object from instance id | Juan Linietsky | |
-added function to get list of tiles used | |||
2015-04-07 | Merge pull request #1567 from sanikoyes/Pr-GDScript-seed-get-inst | Juan Linietsky | |
Pr-GDScript-seed-get-inst | |||
2015-04-06 | fix printraw to make it actually print raw | yg2f | |
2015-03-25 | Add seed/get_inst function for GDScript | sanikoyes | |
seed -> Math::seed get_inst -> ObjectDB::get_instance | |||
2015-02-20 | Updated the variable in the lerp function to be weight instead of percent. | Nathan Warden | |
2015-02-15 | begin new serialization framework | Juan Linietsky | |
also got rid of STL dependency on triangulator | |||
2015-01-03 | -Work in progress visual shader editor *DOES NOT WORK YET* | Juan Linietsky | |
2014-06-16 | More 3D Work | Juan Linietsky | |
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug |