Age | Commit message (Collapse) | Author |
|
wrong function,
leading to unnecesary copy on writes and reduced performance.
|
|
Guarantee start & end points are returned by Navigation2D
|
|
|
|
|
|
So start and end points are unconditionally added to the returned point list, but first and last middle points are checked against them to avoid duplicates.
`CMP_EPSILON` was already providing a guarantee, but knowing you will get exactly the endpoints you provided is even better.
|
|
Fixes #10324.
|
|
|
|
|
|
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
|
|
This new name also makes its purpose a little clearer
This is a step towards fixing #56
|
|
|
|
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.
|
|
Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
|
|
renamed to PoolVector
|
|
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()
|
|
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!
|
|
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
|
|
Also removes a couple wrong Godot headers from third-party source files.
|
|
fixes #3374
|
|
|
|
-Scene edit state is saved outside the scene now, to avoid changes .tscn files when nothing really changed
-Created a VariantWriter helper to unify all variant to text writing
-Moved SceneFormatText writing to VariantWriter
-Moved ConfigFile to use VariantWriter and VariantParser, added compatibility mode for old .cfg files that use engine.cfg format
|
|
Still need to get proper audio output latency in some platforms.
|
|
-add tab support to richtextlabel
-some click fixes to audio stream resampled
-ability to import largetextures (dialog)
|
|
|
|
-added tesselation function to curve and curve2d
|
|
|
|
(i hope?)
|
|
-Added Navigation & NavigationPolygon nodes
-Added corresponding visual editor
-New pathfinding algorithm is modern and fast!
-Similar API to 3D Pathfinding (more coherent)
|