Age | Commit message (Collapse) | Author |
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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
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Add named colors to GDScript/Visual Script/core.
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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!
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Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
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Just hope it doesn't crashes with that much pointer math... :smile:
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This reverts commit adf50568890cefb5fc354dbc1b21c4140bb410f9, reversing
changes made to ee2bc87c0ef3cc1a432655ff935e60f32977904d.
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Also update classes.xml in order to document xrange
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Closes #2075
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Color, to deal with colors in the 0-255 range. Closes #2345
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-Tabs work inside built-in log window, fixes #1867
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-added function to get list of tiles used
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seed -> Math::seed
get_inst -> ObjectDB::get_instance
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also got rid of STL dependency on triangulator
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-=-=-=-=-=-
-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
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-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
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