Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-08-05 | Update WindowDialog title when translation changes | Michael Alexsander Silva Dias | |
2019-04-04 | Add option to enable autowrapping for label inside 'AcceptDialog' | Michael Alexsander Silva Dias | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-11-08 | -Moved EditorDefaultValue to ClassDB, made it core | Juan Linietsky | |
-Removed one and zero hints for properties, replaced by default value | |||
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. | |||
2018-01-05 | 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! | |||
2017-12-15 | Fixes close button overlapping window title | Bernhard Liebl | |
2017-09-12 | Improved theme generation, and other fixes | Daniel J. Ramirez | |
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 | Merge pull request #10319 from neikeq/pr-engine-editor-hint | Juan Linietsky | |
Adds Engine::is_editor_hint() method | |||
2017-08-19 | Removes editor_hint from SceneTree | Ignacio Etcheverry | |
2017-08-18 | Rename localization method to `tr` again | Rémi Verschelde | |
Partial revert of #10380 based on contributor ~~bullying~~ feedback. | |||
2017-08-17 | Merge pull request #10380 from akien-mga/XL_MESSAGE | Rémi Verschelde | |
Rename `XL_MESSAGE`/`tr` to `localize` | |||
2017-08-17 | Rename `XL_MESSAGE` aka `tr` to `localize` | Rémi Verschelde | |
Also renames `set_message_translation` to `set_message_localization` for consistency. | |||
2017-08-16 | Merge pull request #8899 from toger5/BetterFlatStylebox | Rémi Verschelde | |
Better flat stylebox with rounded corners | |||
2017-08-15 | Adapted godot to the new StyleBoxFlat | toger5 | |
2017-08-13 | Replace GUI anchor type by a float between 0 and 1 | Gilles Roudiere | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-07-19 | Icons can now be added inside line edits (Search icon). | Daniel J. Ramirez | |
Fixed window title bar margins. fixed compilation error | |||
2017-07-18 | Added separators using StyleBoxLine, some theme style fixes, added variant icon | Daniel J. Ramirez | |
2017-07-13 | AcceptDialog: fix child w/ ANCHOR_END sized wrong until resized | Poommetee Ketson | |
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
2017-06-03 | InputEvent: Renamed "pos" property to "position" | Andreas Haas | |
Make the naming consistent with other classes. | |||
2017-05-20 | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | |
this might cause bugs I haven't found yet.. | |||
2017-05-09 | New customizable editor theme | volzhs | |
2017-05-02 | Fix #8617 WindowDialog with custom panel background crashes godot | Marc Gilleron | |
2017-04-13 | Respect the expand margin for StyleBoTextures again. | Ray Koopa | |
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 | |
2017-03-31 | Fixed WindowDialog not aligning properly | Robert Hernandez | |
2017-03-24 | Fix typos in source code using codespell | Rémi Verschelde | |
From https://github.com/lucasdemarchi/codespell | |||
2017-03-13 | WindowDialog: Fix crash when running as ProjectManager | Andreas Haas | |
Fixes a bug introduced in #7970 | |||
2017-03-06 | Editor: Dim UI when a WindowDialog is shown. | Andreas Haas | |
Darkens the editor on WindowDialog popup. This adds the following new Editor settings: - interface/dim_editor_on_dialog_popup (true) # Enable/Disable editor dimming - interface/dim_amount (0.6) # Percentage of how much the editor will be darkened (0-1) - interface/dim_transition_time # The duration (in seconds) of the color blending effect (0-1), 0 is instant. Please test this thoroughly, I haven't yet seen a case where it fails to work properly but I'm sure I didn't test all windows of the editor :P | |||
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 | |||
2017-03-03 | Make Editor, Export and Project settings dialogs resizable and store their ↵ | Ray Koopa | |
bounds | |||
2017-03-01 | Added functionality for resizable dialogs. | Ray Koopa | |
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 | |||
2017-02-19 | Editor Export Settings Dialog is completed!! Now on to make some exporters.. | 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 | |||
2017-01-10 | Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵ | Juan Linietsky | |
container! | |||
2017-01-08 | renamed _input_event for GUI events to _gui_input, so it's more ↵ | Juan Linietsky | |
differentiated than generalized _input | |||
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 | Fix Accept/ConfirmationDialog UI broken | volzhs | |
2016-10-31 | Revert "Place child control under label in AcceptDialog." | volzhs | |
This reverts commit 3ef272290460670b82621727ba2e876fa0a5a01e. | |||
2016-10-09 | Place child control under label in AcceptDialog. | Mateusz Adamczyk | |
Fixes #6199. |