Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
2017-09-20 | Rename pos to position in user facing methods and variables | letheed | |
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is. | |||
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-05-20 | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | |
this might cause bugs I haven't found yet.. | |||
2017-04-10 | Rename [gs]et_pos to [gs]et_position for Controls | Sergey Pusnei | |
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005 | |||
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-26 | Input: Remove usage of platform dependent event IDs. | Andreas Haas | |
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway... | |||
2017-03-24 | Fix typos in source code using codespell | Rémi Verschelde | |
From https://github.com/lucasdemarchi/codespell | |||
2017-03-05 | A 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 | |||
2017-01-14 | Style: Fix whole-line commented code | Rémi 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. | |||
2017-01-13 | rename Input.get_mouse_speed() to Input.get_last_mouse_speed() | Juan Linietsky | |
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! | |||
2016-06-18 | Add missing license headers in our source files (#5255) | Rémi Verschelde | |
Also removes a couple wrong Godot headers from third-party source files. | |||
2016-01-04 | Remove unnecessary null pointer checks | Emmanuel Leblond | |
2015-08-12 | Haiku: remove unneeded code | Kostadin Damyanov | |
2015-08-12 | Haiku: remove unneeded code | Kostadin Damyanov | |
2015-07-12 | Haiku: add keyboard support | Kostadin Damyanov | |
2015-07-02 | Haiku: gl context locking | Kostadin Damyanov | |
2015-06-21 | Haiku: add support for mouse wheel | Kostadin Damyanov | |
2015-06-20 | Haiku: handle the quit request message | Kostadin Damyanov | |
2015-06-18 | Haiku: implement get_mouse_pos() and get_mouse_button_state() | Kostadin Damyanov | |
2015-06-17 | Haiku: read the status of the key modifiers and mouse buttons | Kostadin Damyanov | |
2015-06-16 | Haiku: handle mouse movement and click events | Kostadin Damyanov | |
2015-06-11 | Haiku: create a GL context and initialize the audio and physics servers | Kostadin Damyanov | |