Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-02-28 | Various fixes detected using PVS-Studio static analyzer. | Thaer Razeq | |
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements | |||
2017-02-27 | Use the common PRNG in 2D particles code. | Ferenc Arn | |
Replaces the custom PRNG used by 2D particles code with a wrapper for the PRNG located under core/math. | |||
2017-02-27 | Merge pull request #7897 from RandomShaper/particles2d-process-mode | Rémi Verschelde | |
Add process mode option to Particles2D | |||
2017-02-27 | Add process mode option to Particles2D | Pedro J. Estébanez | |
2017-02-26 | Merge pull request #7887 from bojidar-bg/particles-emission-ended | Rémi Verschelde | |
Add emission_finished signal to Particles2D | |||
2017-02-26 | Merge pull request #7869 from RandomShaper/fix-touchbutton-crash | Rémi Verschelde | |
Fix crash if TouchScreenButton is pressed while exiting the tree | |||
2017-02-25 | Add emission_finished signal to Particles2D | Bojidar Marinov | |
(Also remove some Particles2D::testee method, which was unused) Resolves #3963 | |||
2017-02-22 | Fix crash if TouchScreenButton is pressed while exiting the tree | Pedro J. Estébanez | |
(cherry picked from commit 5b8d5766f4574b5011b3f258d3e9b34298eb609c) | |||
2017-02-20 | Add Rect2 TileMap::get_used_rect(), closes #4390 | Bojidar Marinov | |
2017-02-15 | Many fixes to make exported scenes work better, still buggy. | Juan Linietsky | |
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 | |||
2017-02-12 | Merge pull request #7352 from Zylann/polyline | Rémi Verschelde | |
Polyline | |||
2017-02-12 | Merge pull request #7775 from Hinsbart/particles_flip | Rémi Verschelde | |
Particles2D: implement texture flip parameters. | |||
2017-02-12 | Merge pull request #7722 from RandomShaper/improve-touch-button | Rémi Verschelde | |
Fix touch button issues | |||
2017-02-10 | Solve TouchScreenButtons issues | Pedro J. Estébanez | |
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) | |||
2017-02-10 | Particles2D: implement texture flip parameters. | Andreas Haas | |
2017-02-02 | Add shape property to TouchScreenButton | Pedro J. Estébanez | |
Adapted from 67a0da34a2d5a95761c54b3012d0a8f1a79e10a6 | |||
2017-01-23 | Merge pull request #7610 from Hinsbart/shape_warning | Rémi Verschelde | |
CollisionShape2D: Fix warning icon not updating. | |||
2017-01-22 | CollisionShape2D: Fix warning icon not updating. | Andreas Haas | |
`CollisionPolygon2D` also had this problem. | |||
2017-01-16 | Overloaded basic math funcs (double and float variants). Use real_t rather ↵ | Ferenc Arn | |
than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions. | |||
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-15 | Oops! Audio engine has vanished :D | Juan Linietsky | |
2017-01-15 | Added Line2D node that draws a polygon-based line | Marc Gilleron | |
It supports unlimited width, color gradient, texture and some geometry options for joints and caps. Also transparency without artifacts (provided that line joints aren't too sharp). | |||
2017-01-14 | Merge pull request #6519 from RandomShaper/enhance-tileset | Juan Linietsky | |
Add modulate (color) to TileSet tiles | |||
2017-01-14 | removed duplicated functions in class hierarchy that were bound more than once | Juan Linietsky | |
added a check to detect this case in the future | |||
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. | |||
2017-01-14 | Renamed call_group to call_group_flags, made call_group without flags the ↵ | Juan Linietsky | |
default | |||
2017-01-13 | rename monitoring functions | Juan Linietsky | |
2017-01-13 | Created new Engine singleton, and moved engine related OS functions to it. | Juan Linietsky | |
2017-01-13 | Rename collision layer as suggested in #5696 | Juan Linietsky | |
2017-01-13 | New API for visibility in both CanvasItem and Spatial | Juan Linietsky | |
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience | |||
2017-01-12 | Must now register with set_transform_notify() to get ↵ | Juan Linietsky | |
NOTIFICATION_TRANSFORM_CHANGED | |||
2017-01-12 | Renamed most signals so they refer to: | Juan Linietsky | |
-An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc). | |||
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
2017-01-10 | It is now possible to name layers of different kinds! | Juan Linietsky | |
2017-01-10 | - _ready() callback only happens once now, if you want to receive it again, ↵ | Juan Linietsky | |
use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script. | |||
2017-01-09 | Fix modulate property bind to Color | volzhs | |
2017-01-08 | Renamed finished to animation_finished, also passes the animation name when ↵ | Juan Linietsky | |
finished | |||
2017-01-08 | removed unnecesary modulate funtions, which were superseded by self_modulate | Juan Linietsky | |
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-04 | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky | |
-Modified help to display properties GDScript can still not make use of them, though. | |||
2017-01-03 | Begin modifying properties to make them more friendly to script and doc. | 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 :) | |||
2017-01-02 | Merge pull request #7410 from nounoursheureux/master | Rémi Verschelde | |
Add the 'finished' signal to AnimatedSprite | |||
2017-01-02 | Merge pull request #7406 from neikeq/pr-issue-5076 | Rémi Verschelde | |
TileMap: _update_dirty_quadrants() cancel pending update pre return | |||
2017-01-02 | Merge pull request #7382 from volzhs/fix-visibility | Rémi Verschelde | |
Able to change visibility when ancestor node is hidden | |||
2017-01-02 | Add the 'finished' signal to AnimatedSprite | Wilhem Barbier | |
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! |