Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
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 | |||
2017-02-28 | Inf and NaN support added to GDScript. | Saracen | |
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 | |
2017-01-14 | Merge pull request #6845 from karroffel/master | Juan Linietsky | |
Adds pattern matching to GDScript | |||
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 | rename String.extension() -> String.get_extension() / String.basename() -> ↵ | Juan Linietsky | |
String.get_basename() | |||
2017-01-12 | Implicit inheritance now defaults to Resource, will error for node scripts ↵ | Juan Linietsky | |
if extends not used. | |||
2017-01-11 | pattern matcher: Implemented backend | Karroffel | |
changed comments | |||
2017-01-10 | uses the global thread to protect the instacnes map in GDScript, closes #4615 | Juan Linietsky | |
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
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 | |||
2017-01-02 | 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! | |||
2016-09-07 | Renamed the bind_native functions to bind_vararg, should make it show the ↵ | Juan Linietsky | |
documentation more clearly and also make it easier to bind to C# | |||
2016-08-25 | More visual script work | Juan Linietsky | |
-Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts | |||
2016-08-23 | Proper function/property selection in visual script editing for property. | Juan Linietsky | |
This one has an ordered list, built-in description, search, etc. | |||
2016-08-19 | Brand new networked multiplayer | Juan Linietsky | |
2016-08-08 | Merge pull request #6055 from eska014/native-bind-rettype | Rémi Verschelde | |
Allow documenting unexposed return types in bind_native_method | |||
2016-08-08 | Added a simpler way to do sub-functions in both visual and gdscript with the ↵ | Juan Linietsky | |
subcall node. With this, visual script is almost done (missing registering custom nodes from addon). All this is probably pretty broken, too and needs a lot of testing. | |||
2016-08-06 | Allow documenting unexposed return types in bind_native_method | eska | |
Document return type of `Object.call` and `GDScript.new` | |||
2016-08-02 | WIP visual scripting, not working yet but you can check out stuff | Juan Linietsky | |
2016-07-20 | Fixed reloading of tool scripts within editor, they should work much better ↵ | Juan Linietsky | |
now, closes #3194 | |||
2016-06-28 | Fix bug in inner class reference, closes #1411 | Juan Linietsky | |
2016-06-28 | Fix extends issue, closes #4026 | Juan Linietsky | |
2016-06-24 | Add "bool" to GDScript reserverd keywords | Andreas Haas | |
Noticed that "bool" wasn't highlighted when used like `export(bool) var is_xy = false` | |||
2016-06-13 | Changed reload logic to auto-hard-reload scripts on save. It's simpler to ↵ | Juan Linietsky | |
use and also fixes #4756 | |||
2016-06-08 | -Ability to reload (and soft reload) tool scripts. Please test! | Juan Linietsky | |
2016-06-06 | Revert "Fix implicit GDScript Reference inheritance" | punto- | |
2016-06-05 | Fix implicit GDScript Reference inheritance | eska | |
2016-06-01 | Ability to reload scripts on running game | Juan Linietsky | |
2016-05-31 | Some cleanup to GDScript | Juan Linietsky | |
separated GDFunction (VM) from GDScript in two different files | |||
2016-05-23 | Fix #4748: proper call to base class function | Ignacio Armenteros | |
2016-05-21 | First version of Profiler | Juan Linietsky | |
It is now possible to profile GDScript as well as some parts of Godot internals. | |||
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-02-27 | Completed the support for plugins! It is not possible to add plugins. | Juan Linietsky | |
Not all APIs are provided yet, please request whathever you are missing. Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings. Have fun! | |||
2016-02-04 | Merge pull request #3587 from akien-mga/pr-reserved-keyords | Rémi Verschelde | |
Fix missing comma | |||
2016-02-04 | Fix missing comma | Rémi Verschelde | |
2016-02-04 | Merge pull request #3582 from akien-mga/pr-reserved-keyords | George Marques | |
Add preload and PI to GDScript reserved keywords | |||
2016-02-04 | Add preload and PI to GDScript reserved keywords | Rémi Verschelde | |
I've noticed that gd_tokenizer also has keywords for `switch' and `do', but they seem not to be supported actually (only used in commented code for the shader language), so I don't add them. | |||
2016-02-04 | Reorder reserved words by categories | Rémi Verschelde | |
They were previously kind of sorted with a mix between alphabetical and logical ordering, which made it hard to spot duplicates or missing words. | |||
2016-01-31 | -Added method flags to global constants for script | Juan Linietsky | |
-Added a new flag METHOD_FLAG_FROM_SCRIPT to get_method_list() flag property. Closes #3489 | |||
2016-01-23 | -remove unnecesary error report, fixes #3361 | Juan Linietsky | |
2016-01-10 | -Make Akien happy, fixes #3068 | Juan Linietsky | |
(seems I wrote all the code, then forgot to use the enum...) | |||
2016-01-03 | Fixed bug with default arguments in gdscript, closes #2024 | Juan Linietsky | |
2016-01-02 | -Ability to roll-back script-exported properties to their default value on ↵ | Juan Linietsky | |
the script, closes #2128 | |||
2016-01-02 | -properly handle newline in \ (line continuation) in gdscript, fixes #2112 | Juan Linietsky | |
-also fix a small crash in export detection with scripts that include themselves |