Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
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. | |||
2018-09-06 | Update FOV if edited in gizmo, fixes #16400 | Juan Linietsky | |
2018-08-23 | Add missing BIND_ENUM_CONSTANT to ClippedCamera | Marcelo Fernandez | |
2018-08-21 | Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ↵ | Juan Linietsky | |
ability to choose between bodies and areas when colliding. | |||
2018-08-21 | Clipped camera implementation, a camera that avoids going into geometry. | Juan Linietsky | |
2018-08-10 | Merge pull request #20072 from RandomShaper/fix-camera-offsets | Juan Linietsky | |
Fix camera offsets not applied always | |||
2018-07-29 | Add extra functions to toggle bits in visualinstance and camera, same as ↵ | Juan Linietsky | |
physics. Helps with #6685 | |||
2018-07-18 | Ability to disable scale in nodes, closes #19927 | Juan Linietsky | |
2018-07-09 | Fix camera offsets not applied always | Pedro J. Estébanez | |
Specifically, project/unproject methods weren't taking them into account. Frustum computation may be affected as well. This commit considers them for the camera matrix at all times. | |||
2018-05-16 | Allow editing of some unbound properties when hinted (or no range hinted) | Juan Linietsky | |
2018-03-17 | a way to ensure that camera is disabled | Jakub Grzesik | |
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. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-26 | Merge pull request #14977 from volzhs/fix-crash-group | Juan Linietsky | |
Fix crash & error at saving scene | |||
2017-12-25 | Fix error if scene has Camera at saving scene | volzhs | |
2017-12-22 | Fixes 3d camera keep aspect. | Daniel J. Ramirez | |
2017-12-11 | [DOCS] Camera property changes | Will Nations | |
2017-12-07 | Added some clean up in camera/viewport management. Fixes #12279, Fixes #12774 | Juan Linietsky | |
2017-11-25 | Tweak the default camera node settings | Hugo Locurcio | |
- Increase FOV to 70 - Put the Z-near plane at 0.05 meters | |||
2017-10-21 | Refactor Fixed to Physics | Poommetee Ketson | |
2017-09-30 | Renamed fixed_process to physics_process | AndreaCatania | |
2017-08-27 | Dead code tells no tales | Rémi Verschelde | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-07-15 | Lots of work on Audio & Physics engine: | Juan Linietsky | |
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D. | |||
2017-06-16 | Increase the default perspective camera FOV | Hugo Locurcio | |
This does not affect existing projects, but will affect newly-created editor settings and Camera nodes. | |||
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 | |||
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
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 | Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method ↵ | Juan Linietsky | |
naming | |||
2017-01-12 | Must now register with set_transform_notify() to get ↵ | Juan Linietsky | |
NOTIFICATION_TRANSFORM_CHANGED | |||
2017-01-10 | It is now possible to name layers of different kinds! | 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! | |||
2016-10-05 | fix #6012 exposed setters and getters of Camera H/V offset to GDScript | Adham Zahran | |
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 | |||
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-01-31 | -Fix crash opening and closing the scene, closes #3491 | Juan Linietsky | |
2016-01-02 | Properly clear/restore current camera when switching scenes. Fixes #2137 | Juan Linietsky | |
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-04-28 | -fix forced texture repeat in Polygon2D, now depends on texture. | Juan Linietsky | |
-added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725 | |||
2015-04-18 | Updated copyright year in all headers | Juan Linietsky | |
2015-03-22 | added spatial and node2d helper methods | Juan Linietsky | |
to perform operations such as translaiton, rotation, etc directly on nodes. | |||
2015-03-02 | support for 2D shadow casters | Juan Linietsky | |
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader. | |||
2015-01-31 | fixed math in Camera::project_position | jaromirhribal | |