Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-06-10 | Let var2str display StringName with correct sigil | Jonathan Gollnick | |
2021-06-09 | Merge pull request #49265 from KoBeWi/keepfreplace_2_keepers_of_replace | Rémi Verschelde | |
Move FindReplaceBar out of CodeTextEditor | |||
2021-06-09 | Merge pull request #49462 from TokageItLab/update-property-selector-icon-list | Rémi Verschelde | |
update property selector's icon list | |||
2021-06-09 | update property selector's icon list and rename Quat.svg to Quaternion.svg | Silc 'Tokage' Renew | |
2021-06-08 | Move FindReplaceBar out of CodeTextEditor | kobewi | |
2021-06-08 | Rename missing shortcut names in visual script editor | Jonas Bernemann | |
With the change of the shortcuts for common actions like delete, copy and paste the delete menu items in the visual script editor for members where missing because of a missing shortcut. | |||
2021-06-07 | Merge pull request #49367 from Calinou/gdscript-highligher-add-annotations | Rémi Verschelde | |
Highlight annotations in the GDScript syntax highlighter | |||
2021-06-07 | Merge pull request #49221 from Faless/mp/4.x_rpc_refactor | Rémi Verschelde | |
[Net] Refactor RPCs, remove RSETs | |||
2021-06-07 | Style: Cleanup uses of double spaces between words | Rémi Verschelde | |
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot. | |||
2021-06-06 | Highlight annotations in the GDScript syntax highlighter | Hugo Locurcio | |
By default, a orange color is used to highlight annotations in the script editor. | |||
2021-06-06 | Fixed color for node headers in visual scripts | Yuri Roubinsky | |
2021-06-05 | Merge pull request #45364 from madmiraal/rename-quat | Rémi Verschelde | |
Rename Quat to Quaternion | |||
2021-06-05 | Merge pull request #49319 from madmiraal/add-missing-mono-overrides | Rémi Verschelde | |
Add missing override keyword to CSharpLanguage::is_control_flow_keyword() | |||
2021-06-04 | More explanatory names for RigidBody modes | PouleyKetchoupp | |
MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet). | |||
2021-06-04 | Add missing override keyword to CSharpLanguage::is_control_flow_keyword() | Marcel Admiraal | |
2021-06-04 | Rename Quat to Quaternion | Marcel Admiraal | |
2021-06-04 | Merge pull request #49297 from aaronfranke/anim-type-tr3d | Rémi Verschelde | |
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D | |||
2021-06-04 | Rename GODOT_VARIANT_TYPE_TRANSFORM to GODOT_VARIANT_TYPE_TRANSFORM3D | Bastiaan Olij | |
2021-06-03 | Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D | Aaron Franke | |
2021-06-03 | Disable 3D-only modules when 3D is disabled | Aaron Franke | |
2021-06-03 | Merge pull request #38430 from aaronfranke/transform3d | Rémi Verschelde | |
2021-06-03 | Allow clamping vectors and colors | Aaron Franke | |
2021-06-03 | Rename Vector2 clamped to limit_length and add limit_length to Vector3 | Aaron Franke | |
2021-06-03 | Update documentation for Transform3D | Aaron Franke | |
2021-06-03 | Rename Transform to Transform3D in GDNative | Aaron Franke | |
2021-06-03 | Rename files and the exposed name for Transform3D | Aaron Franke | |
2021-06-03 | Rename Variant TRANSFORM to TRANSFORM3D | Aaron Franke | |
Also _transform to _transform3d | |||
2021-06-03 | Rename Transform to Transform3D in core | Aaron Franke | |
2021-06-01 | [Net] Refactor RPCs, remove RSETs | Fabio Alessandrelli | |
In this PR: - Removed rset - rpc_config can now optionally configure transfer mode (reliable/unreliable/ordered) and channel (channels are not actually implemented yet.) - Refactor how the RPC id is computed to minimize the logic in Node and scripts that now only needs a single `get_rpc_methods` function. | |||
2021-06-01 | Remove server platform | Fabio Alessandrelli | |
2021-06-01 | Merge pull request #49067 from JFonS/fix_gcc_warnings | Rémi Verschelde | |
Fix some warnings raised by GCC-11.1 | |||
2021-05-31 | Merge pull request #49132 from Calinou/editor-syntax-themes-rename-default | Rémi Verschelde | |
Rename the bundled text editor themes for consistency with themes | |||
2021-05-31 | Rename the bundled text editor themes for consistency with themes | Hugo Locurcio | |
The Adaptive text editor theme is the default, and has therefore been renamed Default for consistency with the Default theme preset. It keeps its automatic dark/light switch status. The Default text editor theme was actually a legacy Godot 2-style theme, so it has been renamed to Godot 2 to match the theme preset. Its background color has been changed to be a constant opaque color, since the new editor theme made the theme look less good on a translucent background. The previous background color on light theme also lacked contrast. | |||
2021-05-31 | Merge pull request #49194 from madmiraal/fix-43544 | Rémi Verschelde | |
Fix UV mapping on CSGSphere | |||
2021-05-31 | Merge pull request #49191 from ↵ | Rémi Verschelde | |
pfertyk/issue-46020-pluginscript-instance-has-crashes-godot Check for _language in PluginScript.instance_has | |||
2021-05-31 | Implement shader caching | reduz | |
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v | |||
2021-05-31 | Merge pull request #48915 from lyuma/gltf_mesh_nodes_bones | Rémi Verschelde | |
gltf: Fix mesh nodes which are also bones. | |||
2021-05-30 | Check for _language in PluginScript.instance_has | Paweł Fertyk | |
2021-05-29 | Fix UV mapping on CSGSphere | Marcel Admiraal | |
2021-05-29 | Merge pull request #48964 from ↵ | Yuri Roubinsky | |
DavidCambre/VisualScript_Missing_SequencePort_Seed | |||
2021-05-27 | gltf: Fix mesh nodes which are also bones. | Lyuma | |
Fix issue when two skeletons end up directly parented. Prevent animating TRS for skinned Mesh node. Fix animating weights on meshes with targets but no weights. | |||
2021-05-26 | Merge pull request #49114 from vnen/gdscript-fix-self-function-type-check | Rémi Verschelde | |
GDScript: Fix function signature check for self calls | |||
2021-05-26 | Merge pull request #49112 from vnen/gdscript-assign-type-check | Rémi Verschelde | |
GDScript: Use analyzer data to decide assignment conversion | |||
2021-05-26 | GDScript: Fix function signature check for self calls | George Marques | |
2021-05-26 | GDScript: Use analyzer data to decide assignment conversion | George Marques | |
Since there might be tricky cases in the analyzer (in the case of unsafe lines) which would need to be properly checked again. Instead, this splits the code generator in two functions and use information set by the analyzer to tell which function to use, without a need to re-check. | |||
2021-05-25 | Fix some warnings raised by GCC-11.1 | jfons | |
2021-05-25 | Rename File::get_len() get_length() | Marcel Admiraal | |
2021-05-24 | Merge pull request #49037 from vnen/fix-callable-freed-crash | Rémi Verschelde | |
2021-05-24 | Make Callable not crash on call when the object has been freed | George Marques | |
Also add a GDScript test for this case. | |||
2021-05-24 | Merge pull request #48644 from Calinou/editor-increase-icon-saturation | Rémi Verschelde | |
Increase icon saturation by 30% for all editor icons |