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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.
2017-02-21-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..
2017-02-19Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky
2017-01-25Removed import/export system, will start new one from scratch.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!
2016-07-07Removed unused variables (second pass) + dead codeRémi Verschelde
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-06-18Add missing license headers in our source files (#5255)Rémi Verschelde
Also removes a couple wrong Godot headers from third-party source files.
2016-06-07-Heavily improved editor startup and exit performanceJuan Linietsky
2016-04-28Move export GUI debug toggle to export settings windoweska
2016-03-09remove trailing whitespaceHubert Jarosz
2015-11-30Add way to look for templates at system wide level tooest31
Useful for everybody wanting to package godot. Fixes #1026. -> Retain the old behaviour: path in error msg only when exporting. -> User templates override system templates
2015-09-20Ability to visually debug geometry visually:Juan Linietsky
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
2015-08-06-Merged the file server with the live editing and remote debugJuan Linietsky
-It is now really easy to deploy an android build with debug, and debug it
2015-04-20-Changed Godot exit to be clean.Juan Linietsky
-Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
2015-03-03merges from okam repoJuan Linietsky
2014-08-25fix custom export packages for PCDana Olson
also allow custom templates to reside outside of res:// for all platforms
2014-05-29More 3D ImprovementsJuan Linietsky
-=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky