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2017-01-16Overloaded 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.
2017-01-16Merge pull request #7532 from tagcup/pcg_prngRémi Verschelde
Replace the existing PRNG (Xorshift31) with (minimal) PCG-32.
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).
2017-01-15Replace 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.
2017-01-14Style: 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.
2017-01-13rename Input.get_mouse_speed() to Input.get_last_mouse_speed()Juan Linietsky
2017-01-12some class renamesJuan Linietsky
TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
2017-01-11Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky
2017-01-11Merge pull request #7093 from bojidar-bg/named-colorsRémi Verschelde
Add named colors to GDScript/Visual Script/core.
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!
2017-01-09-All types have editable script now in propertiesJuan Linietsky
-Changed clip to a property in Control which can be set by the user
2017-01-08PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky
item_pressed, closes #3188
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
2017-01-05Editor settings categories are now tidy and beautiful!Juan Linietsky
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
2017-01-02ObjectTypeDB 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()
2017-01-01Welcome 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!
2016-12-17Add named colors to GDScript/Visual Script/core.Bojidar Marinov
Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
2016-11-11Add "Positive" operator to VisualScriptGeorge Marques
2016-11-01style: Fix PEP8 blank lines issues in Python filesRémi Verschelde
Done with `autopep8 --select=E3,W3`, fixes: - E301 - Add missing blank line. - E302 - Add missing 2 blank lines. - E303 - Remove extra blank lines. - E304 - Remove blank line following function decorator. - E309 - Add missing blank line. - W391 - Remove trailing blank lines.
2016-11-01style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde
Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.
2016-10-17Merge pull request #6850 from akien-mga/pr-scsub-shebangRémi Verschelde
SCsub: Add python shebang as a hint for syntax highlighting
2016-10-17SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17Merge pull request #6692 from bojidar-bg/add-char-to-gd-vs-scriptRémi Verschelde
Add `String char(int ascii)` function to GDScript and Visual Script
2016-10-15modules: Clone env in each moduleRémi Verschelde
This allows to pass include paths and flags only to a given thirdparty library, thus preventing conflicts between their files (e.g. between opus and openssl which both provide modes.h. This also has the nice effect of making the compilation command smaller for each module as it no longer related to all other modules, only the final linking brings them together. This however requires adding manually the ogg include path in opus and vorbis when building against the builtin ogg, since it is no longer in the global env. Also simplified template 'thirdparty_<module>_sources' to 'thirdparty_sources'. "Core" modules like cscript, gdscript, gridmap, ik and virtual_script still use the main env_modules, but it could be changed if need be.
2016-10-03Add `String char(int ascii)` function to GDScript and Visual ScriptBojidar Marinov
Just hope it doesn't crashes with that much pointer math... :smile:
2016-09-11-Cleaned up find/replace bar for replace (made selection only default if ↵Juan Linietsky
selection exists), also made buttons look like buttons -Fixed a bug related to theme propagation, may be able to solve #6443, #6302 and others. Please test.
2016-09-09Merge pull request #6436 from djrm/iconsRémi Verschelde
Tweaked some icons, including xform one
2016-09-08Tweaked some icons, including xform oneDaniel J. Ramirez
2016-09-07Renamed 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#
2016-09-06-Added diectly editable expressions on node to VSEditor, closes #6392Juan Linietsky
-Added ability for LineEdit to expand to fit text
2016-09-06Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399Juan Linietsky
2016-09-06Should Fix Compiling Export TemplatesISylvox
- Works on Windows, Linux x11, Linux Server, Android, HTML5 - Not tested on Mac/iOS (don't have Apple's devices yet)
2016-09-04Removed script_variables/ prefix to VS properties, made them easier to ↵Juan Linietsky
access from GD and Expression nodes
2016-09-04Added expression nodes to visual script, please test.Juan Linietsky
2016-09-03small fixJuan Linietsky
2016-09-03Connection hints when connecting to empty space.Juan Linietsky
2016-09-03Made basic call nodes unsequenced, since they are like gdscript and most ↵Juan Linietsky
return const.
2016-09-02Basic type constants for visual scriptJuan Linietsky
2016-09-01made visual script switch more flexibleJuan Linietsky
2016-09-01-Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky
is_action_just_released()
2016-08-31More improvements to visual script..Juan Linietsky
fixed a bug of not saving when sub-nodes changed.
2016-08-31-Reworked constant nodes betterJuan Linietsky
-Added simple switch node, removed InputEventFilter
2016-08-30More visual script improvementsJuan Linietsky
-Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30VisualScript: Fixed VariableGet vs VariableSet node names, fixes #6325J08nY
2016-08-29Fixed compilationDaniel J. Ramirez
2016-08-29Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2016-08-28Colors for VS sockets and iconsDaniel J. Ramirez