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2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-08-Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky
-Removed one and zero hints for properties, replaced by default value
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi 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.
2018-08-23Added a function to cache texture opacity at a pixel, and modified editor to ↵Juan Linietsky
use it. Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance.
2018-06-07Fixes the bad calculation of margin & anchors when child of Node2Dgroud
2018-05-07Merge pull request #16122 from ibrahn/sprite-region-with-framesJuan Linietsky
Allow use of frames in sprites with texture region enabled.
2018-04-16Fix error spam with Sprite has compressed texturevolzhs
Fix #18177
2018-04-16Fix index out of size error on Imagevolzhs
Fix #18229
2018-04-08Allow use of frames in sprites with texture region enabled.Ibrahn Sahir
If texture region is enabled on a sprite, Hframes and Vframes will now divide the selected region into frames.
2018-04-03Remove the selection rect for nodes that do not require itGilles Roudiere
2018-03-10Update Sprite when Texture changesShyRed
Make Sprite monitor its Texture for changes and trigger an update when the sprite changes.
2018-03-08Merge pull request #17341 from poke1024/fix16461Rémi Verschelde
Fix unselectable flipped sprites (fixes 16461)
2018-03-08Merge pull request #17189 from CodeAndWeb/masterRémi Verschelde
Fixes Selection of Sprites using AtlasTexture
2018-03-07Fix unselectable flipped sprites (fixes 16461)poke1024
2018-03-04Fix uninitialized data in Sprite::_get_rects()Bernhard Liebl
2018-03-02Fix selection of Sprites using AtlasTexture in the editor.Andreas Loew
Fixes #16261.
2018-02-21Merge pull request #16756 from willnationsdev/shifted-rect-spriteRémi Verschelde
Simplify detection of Sprite clicks
2018-02-19Expose Sprite._edit_get_rect for click rect accessWill Nations
2018-02-162D editor GUI input rework. Changes are:Gilles Roudiere
- The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally
2018-01-05Add missing copyright headers and fix formattingRémi 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.
2018-01-03Merge pull request #15093 from poke1024/canvas-editor-selectRémi Verschelde
More exact picking for canvas editor
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-27More exact picking for canvas editorBernhard Liebl
2017-11-19Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-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/
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-05Properly update frame range after modifying the vframe/hframes, closes #7624Juan Linietsky
2017-08-01Merge pull request #8209 from robertdhernandez/Texture-Region-Editor-SyncRémi Verschelde
Texture region now updates when changing an Atlas region rect
2017-07-23Sprite: fix disconnect nonexistent signalPoommetee Ketson
2017-06-29Texture region now updates when changing an AtlasRobert Hernandez
- Removed atlas_changed signal for AtlasTexture - Changes are now handled by _notify_change - Removed unneccesary signal connections - Texture preview now updates in real-time Fixed TextureRegionEditor constantly regenerating
2017-06-25Usability improvements for folding. Unfortunately SpatialMaterial broke ↵Juan Linietsky
compatibility.
2017-06-18Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky
scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
2017-06-17Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky
support in Sprite so far.
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
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
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-14Style: Fix whole-line commented codeRémi 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.
2017-01-13Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky
2017-01-08removed unnecesary modulate funtions, which were superseded by self_modulateJuan Linietsky
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()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
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!
2016-10-11Sprite: Fix inspector not showing changes on "frame" property.Andreas Haas
Fixes #6562
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
2016-07-06Fix the +1 button to insert keyframes in Sprite and Sprite3D, closes #5422Juan Linietsky
2016-06-20Modify margins with mouse inputMarianoGNU
2016-05-21i18n: Proofreading of all stringsRémi Verschelde
Done to ensure that no important identifiers are translatable, to fix compound strings using the new vformat() function, and some general English proofreading here and there.