Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-11-17 | Fix AudioStreamPlayer2D/3D::is_playing right after a play() | Marcelo Fernandez | |
2018-11-13 | Ability to remove buses while they are being used on 2D and 3D stream ↵ | Juan Linietsky | |
players. Fixes #15115 | |||
2018-10-11 | Fixes Area and Area2D audio bus override | MrCdK | |
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes. | |||
2018-08-22 | Restrict set_pitch_scale to positive scales for AudioStreamPlayer* | Chaosus | |
Fixes #20459. Co-authored-by: Tiago José Sousa Magalhães <crakylps@gmail.com> | |||
2018-07-10 | Fix possible bug with AudioStreamPlayer2D audio position | Marcelo Fernandez | |
2018-07-09 | Improved stream paused fade code | Marcelo Fernandez | |
2018-07-05 | Merge pull request #19646 from chanon/fix-audiostream-cant-set-null-stream | Max Hilbrunner | |
Fix can't set AudioStreamPlayer stream to null | |||
2018-06-22 | fix can't set AudioStreamPlayer stream to null | chanon | |
2018-06-03 | Pause AudioStreamPlayers when SceneTree pauses | Marcelo Fernandez | |
2018-05-16 | Allow editing of some unbound properties when hinted (or no range hinted) | Juan Linietsky | |
2018-05-15 | -New inspector. | Juan Linietsky | |
-Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) - | |||
2018-05-13 | Revert "Use fake audio playing property in editor" | Hein-Pieter van Braam | |
2018-03-16 | Use fake audio playing property in editor | ShyRed | |
It appears that some time ago users were supposed to be able to include the playback of sound effects in their animations by placing keys on the "playing" property. Back then the key frame editor took the value of the checkbox in the property_editor. Somewhere / Sometime this behaviour changed and the key frame editor is now reading the actual value from the object instead of relying on the property editor. This commit introduces a fake active field that is returned when reading the playing property in the editor. While the actual active flag is changed when playback is finished the fake one will stay the same thus allowing the user to take their time with setting the key in the animation editor. | |||
2018-02-21 | Fix typos with codespell | luz.paz | |
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ``` | |||
2018-02-01 | Merge pull request #15254 from mrcdk/pitch_scale | Rémi Verschelde | |
Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D | |||
2018-01-18 | Fix typos in code and docs with codespell | Rémi Verschelde | |
Using v1.11.0 from https://github.com/lucasdemarchi/codespell | |||
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-01 | Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and ↵ | MrCdK | |
AudioStreamPlayer3D | |||
2017-11-25 | Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵ | Juan Linietsky | |
wrong function, leading to unnecesary copy on writes and reduced performance. | |||
2017-11-21 | Removed type_mask and fixed some variable name | AndreaCatania | |
2017-09-30 | Renamed fixed_process to physics_process | AndreaCatania | |
2017-09-23 | Rename get_position => get_playback_position and seek_pos => seek on audio ↵ | Marcelo Fernandez | |
classes | |||
2017-09-22 | Changed get_audio_bus and set functions to get_audio_bus_name and set | Marcelo Paez | |
and edited docs for Area2D due to renaming o get_audio_bus and set_audio_bus | |||
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. | |||
2017-09-13 | Renamed play to playing property, but now playing and is_playing is the ↵ | Juan Linietsky | |
same, to avoid confusing. Closes #11211 | |||
2017-09-12 | Fixed issues with surround sound on audio server | Marcelo Fernandez | |
2017-09-08 | Fix serveral recent new clang-format errors | Hein-Pieter van Braam | |
2017-09-06 | Renamed playing property of audiostreams to play, to make it clearer. Fixes ↵ | Juan Linietsky | |
#10730 Also disabled the auto shut down of the property when stream ends, to make it easier to animate | |||
2017-09-01 | Fix freeze on exit on audiostreamplayers when setting invalid stream, closes ↵ | Juan Linietsky | |
#10093 | |||
2017-08-25 | added finished signals to audio stream players, fixes #9928 | Juan Linietsky | |
2017-08-24 | Convert Object::cast_to() to the static version | Hein-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/ | |||
2017-08-19 | Removes editor_hint from SceneTree | Ignacio Etcheverry | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-06-22 | Fixed bug regarding to two spatial 2d players not mixing properly | Juan Linietsky | |
2017-06-18 | -Added AudioStreamPlayer2D, for 2D positional sound | Juan Linietsky | |
-Added ability for Area2D to redirect positional sound to a specific audio bus |