Age | Commit message (Collapse) | Author |
|
|
|
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/
|
|
|
|
|
|
this might cause bugs I haven't found yet..
|
|
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
|
|
|
|
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
|
|
This new name also makes its purpose a little clearer
This is a step towards fixing #56
|
|
This saves typing and is a step towards fixing #56
|
|
|
|
visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
|
|
|
|
differentiated than generalized _input
|
|
categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
|
|
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()
|
|
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!
|
|
|
|
|
|
|
|
-editor settings now save to .tres instead of .xml
-buttons can now hold a shortcut
|
|
Exposed `get_focus_mode()` to the script
Added `focus_mode` to the property panels for line-edit and sliders
Added `enabled_focus_mode` to the property panels for buttons
enabled_focus_mode is used when button is enabled/disabled
|
|
|
|
|
|
|
|
-Help tabs can be opened many at the same time
-Color temperatures for opened scripts
-Dominant script opening when switching scene tab
|
|
|
|
|
|
|
|
-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
|
|
|