Age | Commit message (Collapse) | Author | |
---|---|---|---|
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! | |||
2017-12-30 | change float to bool as correct type | firefly2442 | |
2017-12-27 | Merge pull request #15008 from AlmightyScientist/issue-15000 | Noshyaar | |
Animation Tree: Prevent cycle_test from being altered by past-test. | |||
2017-12-25 | AnimTreePlayer: fix duplicated properties | Poommetee Ketson | |
2017-12-24 | Animation Tree: Prevent cycle_test from being altered by past-test. | AlmightyScientist | |
2017-12-09 | Add feature to disable animation tracks | Ray Koopa | |
2017-12-08 | [DOCS] AnimationTreePlayer props/members/methods | Will Nations | |
2017-11-21 | Allow for getting/setting indexed properties of objects using get/set_indexed | Bojidar Marinov | |
Performance is around the same as using pure set() through GDScript. | |||
2017-10-21 | Refactor Fixed to Physics | Poommetee Ketson | |
2017-09-30 | Renamed fixed_process to physics_process | AndreaCatania | |
2017-09-20 | Rename pos to position in user facing methods and variables | letheed | |
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is. | |||
2017-09-13 | Fix enums bindings | Maxim Sheronov | |
Add missed bindings for enums Move some enums to class to have correct output of api.json | |||
2017-09-12 | Many fixes to visual script, changed virtuals override for a proper selector. | Juan Linietsky | |
2017-09-01 | Fix AnimationTreePlayer bogus argument name | Rémi Verschelde | |
Regression from 6fa6149517b974fccd97e41f6b0a6466c83473fc. | |||
2017-09-01 | Fix some argument ordering, closes #10010 | Juan Linietsky | |
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 | |
2017-08-07 | Makes all Godot API's methods Lower Case | Indah Sylvia | |
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 | |||
2017-02-28 | Inf and NaN support added to GDScript. | Saracen | |
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 | 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. | |||
2017-01-10 | - _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! | |||
2016-10-31 | Fixed Mix nodes in Animation Tree Player | m4nu3lf | |
2016-06-22 | AnimationTreePlayer filters improved | m4nu3lf | |
Now the AnimationTreePlayer filters for Blend2 and OneShot nodes behave as expected, that is the main animation is not affected by the secondary animation if the track is filterd out for arbitarily complex trees. | |||
2016-06-19 | -Added trigger mode to tracks, useful for properties that work as triggers, ↵ | Juan Linietsky | |
such as playing a sample, an animation, etc. -Better interpolation of discrete tracks, fixes #4417 | |||
2016-06-10 | TimeSeek node in AnimationTreePlayer now propagates filters | m4nu3lf | |
2016-04-26 | AnimationTree: add filters to Animation nodes. | Josh Grams | |
2016-04-24 | AnimationTree: set value track property per frame, not per track. | Josh Grams | |
2016-04-14 | Merge pull request #4308 from JoshuaGrams/atp-resources | Rémi Verschelde | |
AnimationTreePlayer: fix discrete value tracks. | |||
2016-04-12 | AnimationTreePlayer: fix discrete value tracks. | Josh Grams | |
Discrete value tracks don't update every frame (only when a new key is reached). So we can't use the actual property value as an accumulator: it will end up being zero most of the time. | |||
2016-04-12 | Merge pull request #4286 from JoshuaGrams/atp-resources | Rémi Verschelde | |
AnimationTreePlayer: allow animating resource properties. | |||
2016-04-12 | Merge pull request #4284 from JoshuaGrams/atp-process-mode | Rémi Verschelde | |
AnimationTreePlayer: constructor now sets processing mode. | |||
2016-04-11 | AnimationTreePlayer: allow animating resource properties. | Josh Grams | |
e.g. Particles2D config and param values. | |||
2016-04-11 | AnimationTreePlayer: constructor now sets processing mode. | Josh Grams | |
2016-04-06 | AnimationTreePlayer (transition_node_set_current): fix by removing ↵ | Josh Grams | |
copy-paste duplication. | |||
2016-04-06 | AnimationTreePlayer (set_active, reset, constructor): seek all animations to ↵ | Josh Grams | |
start. | |||
2016-04-06 | AnimationTreePlayer (_process_node): more robust oneshot termination condition. | Josh Grams | |
2016-03-31 | AnimationTreePlayer (_process_node:TIMESEEK): allow auto-advance with 0 xfade. | Josh Grams | |