Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-06-26 | Some code changed with Clang-Tidy | qarmin | |
2019-03-07 | Fixes bad gizmo alignment for textures with odd size | Gilles Roudière | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-11-08 | -Moved EditorDefaultValue to ClassDB, made it core | Juan Linietsky | |
-Removed one and zero hints for properties, replaced by default value | |||
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. | |||
2018-08-23 | Added 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. | |||
2018-06-07 | Fixes the bad calculation of margin & anchors when child of Node2D | groud | |
2018-05-07 | Merge pull request #16122 from ibrahn/sprite-region-with-frames | Juan Linietsky | |
Allow use of frames in sprites with texture region enabled. | |||
2018-04-16 | Fix error spam with Sprite has compressed texture | volzhs | |
Fix #18177 | |||
2018-04-16 | Fix index out of size error on Image | volzhs | |
Fix #18229 | |||
2018-04-08 | Allow 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. | |||
2018-04-03 | Remove the selection rect for nodes that do not require it | Gilles Roudiere | |
2018-03-10 | Update Sprite when Texture changes | ShyRed | |
Make Sprite monitor its Texture for changes and trigger an update when the sprite changes. | |||
2018-03-08 | Merge pull request #17341 from poke1024/fix16461 | Rémi Verschelde | |
Fix unselectable flipped sprites (fixes 16461) | |||
2018-03-08 | Merge pull request #17189 from CodeAndWeb/master | Rémi Verschelde | |
Fixes Selection of Sprites using AtlasTexture | |||
2018-03-07 | Fix unselectable flipped sprites (fixes 16461) | poke1024 | |
2018-03-04 | Fix uninitialized data in Sprite::_get_rects() | Bernhard Liebl | |
2018-03-02 | Fix selection of Sprites using AtlasTexture in the editor. | Andreas Loew | |
Fixes #16261. | |||
2018-02-21 | Merge pull request #16756 from willnationsdev/shifted-rect-sprite | Rémi Verschelde | |
Simplify detection of Sprite clicks | |||
2018-02-19 | Expose Sprite._edit_get_rect for click rect access | Will Nations | |
2018-02-16 | 2D 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 | |||
2018-01-05 | 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. | |||
2018-01-03 | Merge pull request #15093 from poke1024/canvas-editor-select | Rémi Verschelde | |
More exact picking for canvas editor | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-27 | More exact picking for canvas editor | Bernhard Liebl | |
2017-11-19 | Rework the canvas_item API for further improves to the canvas item editor | Gilles Roudiere | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
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/ | |||
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-05 | Properly update frame range after modifying the vframe/hframes, closes #7624 | Juan Linietsky | |
2017-08-01 | Merge pull request #8209 from robertdhernandez/Texture-Region-Editor-Sync | Rémi Verschelde | |
Texture region now updates when changing an Atlas region rect | |||
2017-07-23 | Sprite: fix disconnect nonexistent signal | Poommetee Ketson | |
2017-06-29 | Texture region now updates when changing an Atlas | Robert 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 | |||
2017-06-25 | Usability improvements for folding. Unfortunately SpatialMaterial broke ↵ | Juan Linietsky | |
compatibility. | |||
2017-06-18 | Texture 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. | |||
2017-06-17 | Add normalmap support for drawing in all low level primitives. Only added ↵ | Juan Linietsky | |
support in Sprite so far. | |||
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
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 | |||
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-02-13 | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | |
This saves typing and is a step towards fixing #56 | |||
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 | Created new Engine singleton, and moved engine related OS functions to it. | Juan Linietsky | |
2017-01-08 | removed unnecesary modulate funtions, which were superseded by self_modulate | Juan Linietsky | |
2017-01-02 | ObjectTypeDB 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() | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
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! | |||
2016-10-11 | Sprite: Fix inspector not showing changes on "frame" property. | Andreas Haas | |
Fixes #6562 | |||
2016-10-03 | Begining 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 | |||
2016-07-06 | Fix the +1 button to insert keyframes in Sprite and Sprite3D, closes #5422 | Juan Linietsky | |