Age | Commit message (Collapse) | Author |
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- Refactor touch acceptance logic so the same is used whether passby is enabled or not.
- Remove the check for visibility during input handling as it should never fail; instead using now an ERR_FAIL_COND() just in case since we have been checking for that so far.
- Fix cast to wrong InputEventScreenTouch when it should be InputEventScreenDrag.
- Replaced use of references by plain pointers for a more readable code and maybe a little performance gain.
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this might cause bugs I haven't found yet..
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Fix shape not being updated
Add a way to hide the shape on editor and debug-with-visible-shapes
Remove useless checks
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- getting stuck on pause
- handling input when not visible
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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
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Fix touch button issues
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Fix touch button needing double tap after pause (applies to those not set to pass-by)
Fix error when a pressed TouchScreenButton with no associated action exits the tree
(with some refactoring of duplicate code)
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Adapted from 67a0da34a2d5a95761c54b3012d0a8f1a79e10a6
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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()
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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!
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