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2017-10-15[DOCS] Document GridMapDavid Saltares
[ci skip]
2017-10-11doc: Sync classref with current sourceRémi Verschelde
Ensure that s/fixed_process/physics_process/ is handled properly. [ci skip]
2017-10-05Add GridMap::get_used_cells. Fixes #11857.J08nY
2017-09-12Changed the doc class generation to individual files per class. It is also ↵Juan Linietsky
possible to save module files in module directories and the build system will recognize them.
2017-09-06Merge pull request #10976 from saltares/issue-907Rémi Verschelde
Fixes setting visibility on GridMap, issue #907
2017-09-05Setting visibility on GridMap now works. Closes #907.David Saltares
Basically, `GridMap` wasn't reacting to the `NOTIFICATION_VISIBILITY_CHANGED` event. This reacts to such events and walks over the set of `Octants` and all of their `MultiMeshInstances` to set their visibility on the `VisualServer`.
2017-09-03-Added an optimization so physics shapes are configured later, speeds up ↵Juan Linietsky
grid map loading and editing
2017-09-01Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky
#9935, closes #10135
2017-08-29-Fixes to how collada generates tangents (use SurfaceTool), closes #9562Juan Linietsky
-Fix to gridmap cell size (wrong property type)
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27-Largely rewrote gridmap to simplify itJuan Linietsky
-Got editor working again -Added a current-floor marker on selection
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26Add several missing Null checks in _notificationHein-Pieter van Braam
This fixes #6118
2017-08-26-Massive clean up to gizmosJuan Linietsky
-Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
2017-08-25Fix i18n bug in GridMap stringRémi Verschelde
Regression from 6134d87 causing build issue on clang.
2017-08-25Editor: Add some more translatable strings.Andreas Haas
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-19Some control fixes and removed useless linesGilles Roudiere
2017-08-16Merge pull request #10307 from Rubonnek/update-argument-namesRémi Verschelde
Updated function argument names
2017-08-13Replace GUI anchor type by a float between 0 and 1Gilles Roudiere
2017-08-12Updated function argument namesWilson E. Alvarez
2017-08-10Fixes method definitions with extra number of argumentsIgnacio Etcheverry
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-07-15Many fixes to improve GI Probe qualityJuan Linietsky
2017-06-09renamed all Rect3.pos to Rect3.positionalexholly
2017-06-03InputEvent: Renamed "pos" property to "position"Andreas Haas
Make the naming consistent with other classes.
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-07Implemented scrolling factor for smooth trackpad scrollingtoger5
Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-03-05A 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
2017-03-05Refactoring: rename tools/editor/ to editor/Rémi Verschelde
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
2017-02-15Many fixes to make exported scenes work better, still buggy.Juan Linietsky
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-16Style: Cleanups, added headers, renamed filesRémi 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).
2017-01-14Style: Fix whole-line commented codeRémi 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.
2017-01-12Must now register with set_transform_notify() to get ↵Juan Linietsky
NOTIFICATION_TRANSFORM_CHANGED
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky
container!
2017-01-08PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky
item_pressed, closes #3188
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-05Editor settings categories are now tidy and beautiful!Juan Linietsky
2017-01-04Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
2017-01-03Use right handed coordinate system for rotation matrices and quaternions. ↵Ferenc Arn
Also fixes Euler angles (XYZ convention, which is used as default by Blender). Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly. This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
2017-01-02ObjectTypeDB 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()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
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!