Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-06-24 | Set to enum variables, only correct values | qarmin | |
2019-02-04 | Add frame support for Sprite3D with region enabled | Michael Alexsander Silva Dias | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-12-08 | Reverse bitangent on everythings to ensure default normal map behavriour is ↵ | Bastiaan Olij | |
consistent | |||
2018-11-19 | Fixing tangent and binormal logic | Bastiaan Olij | |
2018-11-13 | Merge pull request #23299 from FlamyAT/sprite3d-floating-offset | Rémi Verschelde | |
Changed Sprite3D to float based drawing | |||
2018-11-08 | -Moved EditorDefaultValue to ClassDB, made it core | Juan Linietsky | |
-Removed one and zero hints for properties, replaced by default value | |||
2018-10-26 | Changed integer based drawing to floating numbers | FlamyAT | |
2018-09-14 | Merge pull request #21502 from Web-eWorks/atlasfixes | Rémi Verschelde | |
AtlasTexture fixes, part 2. | |||
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. | |||
2018-08-27 | AtlasTexture fixes, part 2. | Webster Sheets | |
2018-06-13 | Polished 3D selection | JFonS | |
2018-05-08 | Fix AtlasTexture usage in Sprite3D. | Webster Sheets | |
Changes as requested in b484d5c. | |||
2018-05-07 | Revert "Fix Sprite3D's incorrect behavior when using AtlasTextures." | Juan Linietsky | |
2018-02-15 | Fix Sprite3D's incorrect behavior when using AtlasTextures. | Webster Sheets | |
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! | |||
2017-12-17 | Fix Sprite3D alpha_cut member not being initialized | Stefano Bonicatti | |
2017-11-17 | Rename Rect3 to AABB. | Ferenc Arn | |
Fixes #12973. | |||
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 | |
2017-08-24 | 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/ | |||
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-08 | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky | |
-Restored an alpha scissor property in Material | |||
2017-08-05 | Properly update frame range after modifying the vframe/hframes, closes #7624 | Juan Linietsky | |
2017-06-25 | Usability improvements for folding. Unfortunately SpatialMaterial broke ↵ | Juan Linietsky | |
compatibility. | |||
2017-06-19 | Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_master | Thomas Herzog | |
Add double-sided flag to SpriteBase3D [master] | |||
2017-06-09 | renamed all Rect3.pos to Rect3.position | alexholly | |
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
2017-05-02 | Add double-sided flag to SpriteBase3D (fixes #8007) | Andrea Faulds | |
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 | |||
2017-01-16 | 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. | |||
2017-01-11 | 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 | - _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. | |||
2017-01-07 | 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. | |||
2017-01-02 | 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() | |||
2017-01-01 | 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! | |||
2016-07-06 | Fix the +1 button to insert keyframes in Sprite and Sprite3D, closes #5422 | Juan Linietsky | |
2016-06-18 | Add missing license headers in our source files (#5255) | Rémi Verschelde | |
Also removes a couple wrong Godot headers from third-party source files. | |||
2016-06-08 | port changes from AnimatedSprite to AnimatedSprite3D | Juan Linietsky | |
2016-05-14 | New reworked AnimatedSprite! | Juan Linietsky | |
-New SpriteFrames editor, with support for drag&drop, multiple animation sets, animation speed and loop. -New AnimatedSprite, with support for all the new features! AnimatedSprite3D has not been updated yet. -Added support for drag&drop to other editors, such as resourcepreload, sample library, etc. | |||
2015-08-29 | -added hints to sprite v/hframes, fixes truncation problem | Juan Linietsky | |
-removed an error being printed often unnecesarly about missing child | |||
2015-05-25 | improved animation editor | Juan Linietsky | |
-same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres | |||
2015-05-02 | Fixed some items caught in cppcheck | Nathan Warden | |