Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-07-03 | Merge pull request #18634 from groud/fix_control_child_of_node2d | Max Hilbrunner | |
Fixes the bad calculation of margin & anchors when child of Node2D | |||
2018-07-02 | -Fixes to how hashing happened, now StringName and NodePath use default ↵ | Juan Linietsky | |
hasher, this was leading to some severe slowdown in scenarios -Fixes to some duplication scenarios for instanced scenes | |||
2018-06-07 | Fixes the bad calculation of margin & anchors when child of Node2D | groud | |
2018-05-15 | -New inspector. | Juan Linietsky | |
-Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) - | |||
2018-04-13 | Merge pull request #17502 from groud/2Deditor_rect | Juan Linietsky | |
Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent | |||
2018-04-10 | Merge pull request #17081 from endragor/no-press-when-scroll | Rémi Verschelde | |
Make Button not emit press when container is scrolled | |||
2018-04-09 | Make BaseButton not emit press when container is scrolled | Ruslan Mustakov | |
This fixes the problem described in #13996 in a proper way. This also adds "deadzone" property to ScrollContainer. It can be used on mobile, where taps are not as precise as mouse clicks. Player could slightly move their finger when tapping, in which case we still want the button to be pressed rather than the container to be scrolled. | |||
2018-04-03 | Remove the selection rect for nodes that do not require it | Gilles Roudiere | |
2018-02-12 | Implements #16546 by adding GROW_DIRECTION_BOTH which allows a control to ↵ | isaacremnant | |
grow from its center. | |||
2018-01-15 | Changes the keep_margin parameter to true by default, so that people are not ↵ | Gilles Roudiere | |
suprised that set_anchor changes the margins values | |||
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! | |||
2017-12-10 | fix certain popup close clicks with popup buttons | Bernhard Liebl | |
2017-11-19 | Rework the canvas_item API for further improves to the canvas item editor | Gilles Roudiere | |
2017-11-16 | Add manual overrides for focus_next and focus_previous on controls similar ↵ | Saracen | |
to what can already be done with focus neighbours. | |||
2017-11-10 | Unify degree members and properties | letheed | |
2017-11-10 | Remove deprecated rotation methods | letheed | |
2017-09-22 | Remove set_area_as_parent_rect and replace it by ↵ | Gilles Roudiere | |
set_anchors_and_margins_preset(PRESET_WIDE) | |||
2017-09-22 | Implements set_margins_preset(...) | Gilles Roudiere | |
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 | |
2017-08-15 | Changed anchor constants to enum, removed ANCHOR_CENTER, fixes #9889 | Juan Linietsky | |
2017-08-13 | Avoids inverted anchors | Gilles Roudiere | |
Add a push_opposite_anchor argument pushing the opposite anchor if needed | |||
2017-08-13 | Adds a function to set Anchors with a layout preset | Gilles Roudiere | |
2017-08-13 | Replace GUI anchor type by a float between 0 and 1 | Gilles Roudiere | |
2017-07-06 | More fill modes for containers, closes #9504 | Juan Linietsky | |
2017-07-06 | Ability to set rotation and scaling pivot for controls. | Juan Linietsky | |
2017-07-06 | -Ability for controls to grow the left/top when anchored. This makes ↵ | Juan Linietsky | |
anchoring controls to the right/bottom easier when they are resized. | |||
2017-04-10 | Rename [gs]et_pos to [gs]et_position for Controls | Sergey Pusnei | |
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005 | |||
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 | |||
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
2017-01-09 | -All types have editable script now in properties | Juan Linietsky | |
-Changed clip to a property in Control which can be set by the user | |||
2017-01-08 | -removed stop mouse and ignore mouse from control, which were confusing, ↵ | Juan Linietsky | |
replaced by mouse filter | |||
2017-01-08 | Removed ratio anchoring (will have to fix multiple 3D views later..) | Juan Linietsky | |
2017-01-08 | Swapped expand and fill flag bits, so scenes don't save this property by default | Juan Linietsky | |
2017-01-08 | renamed _input_event for GUI events to _gui_input, so it's more ↵ | Juan Linietsky | |
differentiated than generalized _input | |||
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! | |||
2016-09-11 | Add argument options for the theme override functions in Control | Juan Linietsky | |
2016-08-30 | More visual script improvements | Juan Linietsky | |
-Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry! | |||
2016-08-25 | More visual script work | Juan Linietsky | |
-Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts | |||
2016-08-05 | VisualScript can now execute visual scripts, but there is no debugger or ↵ | Juan Linietsky | |
profiler yet. | |||
2016-07-18 | properly fixed notificaitons for theme changed, closes #5774 | Juan Linietsky | |
2016-06-27 | Add a small workaround to avoid modal tabs to be closed if they are spawned ↵ | Juan Linietsky | |
in the same frame, closes #3837 | |||
2016-06-17 | Keep track of when fonts change, so theme or controls that use fonts as ↵ | Juan Linietsky | |
overrides get properly updated. closes #4622 , probably closes many other issues too | |||
2016-06-13 | propagate theme changes properly even through 2D nodes, fixes #4754 | Juan Linietsky | |
2016-06-06 | Merge pull request #4977 from SaracenOne/scripting_expose | Juan Linietsky | |
Expose extra methods and constants to scripts | |||
2016-06-04 | -customizable shortcuts in editor | Juan Linietsky | |
-editor settings now save to .tres instead of .xml -buttons can now hold a shortcut | |||
2016-06-04 | Expose control theme element and override detection methods to scripting side. | Saracen | |