Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-01-12 | Implicit inheritance now defaults to Resource, will error for node scripts ↵ | Juan Linietsky | |
if extends not used. | |||
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 | |||
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-29 | -add breakpoint statement to ease with debugging, closes #3165 | reduz | |
2015-12-28 | - added 'onready' keyword to gdscript. Defers initialization of member ↵ | reduz | |
variables until _ready() is run. | |||
2015-12-28 | Ability to set autoloads as singleton global variables | reduz | |
2015-12-14 | replaced :var by :Variant in documentation, fixes #2897 | Juan Linietsky | |
2015-12-05 | -Display on animation editor which keys are invalid and which tracks are ↵ | Juan Linietsky | |
unresolved -Added a tool to clean up unresolved tracks and unused keys | |||
2015-11-29 | Break into GDScript debugger when new() fails | admix | |
2015-08-23 | **WARNING BEFORE PULLING** | Juan Linietsky | |
This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools. If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :) Summary of Changes -New Filesystem dock, with filesystem & tree view modes. -New refactoring tools, to change or fix dependencies. -Quick search dialog, to quickly search any file | |||
2015-06-30 | -some changes by okam | Juan Linietsky | |
2015-06-29 | Several performance improvements, mainly in loading and instancing scenes ↵ | Juan Linietsky | |
and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report. | |||
2015-06-24 | added ability to define signals in script | Juan Linietsky | |
closes #2175 |