Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-07-09 | Improve the node configuration warning display | Hugo Locurcio | |
- Refer to properties explicitly when possible - When multiple warnings are returned, always separate them by one blank line to make them easier to distinguish - Improve grammar and formatting | |||
2019-07-06 | Fix editor remaining dimmed after certain actions | Bojidar Marinov | |
Fixes #30368 | |||
2019-06-25 | Fix Popup::popup_centered not centering at the first call | Guilherme Felipe | |
2019-05-28 | Merge pull request #28454 from homer666/popup-centered-maxsize | Rémi Verschelde | |
Add `popup_centered_clamped()` method to Popup | |||
2019-04-30 | Add Popup::popup_centered_clamped method | homer666 | |
- Also replace redundant duplicate code in editor dialogs with calls to popup_centered_clamped() | |||
2019-04-29 | Make buttons that trigger popups have the same scale | Michael Alexsander Silva Dias | |
2019-02-13 | Fix button alignment of Package Installer on OSX | Naoto Kondo | |
This problem occurs only in the HiDPI environment. | |||
2019-01-14 | Hide visible popups by default if visible when entering tree, unless on ↵ | Juan Linietsky | |
editor. Fixes #24737 | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
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. | |||
2018-09-07 | Many fixes to gradient editor, which was pretty broken. Closes #19308 | Juan Linietsky | |
2018-06-06 | Fix #16069, #19292, #19267 and #18940 | Guilherme Felipe | |
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! | |||
2017-09-27 | Remove unecessary anchors&margins set causing bad display (sons of containers) | Gilles Roudiere | |
2017-09-22 | Remove set_area_as_parent_rect and replace it by ↵ | Gilles Roudiere | |
set_anchors_and_margins_preset(PRESET_WIDE) | |||
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/ | |||
2017-08-21 | Merge pull request #10351 from neikeq/enums-are-for-the-weak | Juan Linietsky | |
ClassDB: Provide the enum name of integer constants | |||
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-20 | Merge pull request #10319 from neikeq/pr-engine-editor-hint | Juan Linietsky | |
Adds Engine::is_editor_hint() method | |||
2017-08-19 | Some control fixes and removed useless lines | Gilles Roudiere | |
2017-08-19 | Removes editor_hint from SceneTree | Ignacio Etcheverry | |
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg | |
Fixes #10244. | |||
2017-08-13 | Replace GUI anchor type by a float between 0 and 1 | Gilles Roudiere | |
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
2017-05-20 | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | |
this might cause bugs I haven't found yet.. | |||
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 | |||
2017-03-03 | Make Editor, Export and Project settings dialogs resizable and store their ↵ | Ray Koopa | |
bounds | |||
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 | |||
2017-01-13 | New API for visibility in both CanvasItem and Spatial | Juan Linietsky | |
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience | |||
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! | |||
2016-07-17 | Remove some noisy debug prints | Rémi Verschelde | |
Part of #5031 | |||
2016-05-17 | -Added configuration warning system for nodes | Juan Linietsky | |
-Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work | |||
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-01-16 | -Moved all the "root" input handling for GUI from individual Controls to ↵ | Juan Linietsky | |
Viewport. -Should fix several reported bugs when controls don't have a common parent This may have added new bugs, so please report if so! | |||
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-29 | -forgot a check for tools enabled, closes #3166 | reduz | |
2015-12-29 | make it easy to edit popupmenus, fixes #2595 | reduz | |
2015-06-13 | some editor window changes | Juan Linietsky | |
-ability to make dock position configurable, and it gets saved -editor starts maximized default | |||
2015-04-18 | Updated copyright year in all headers | Juan Linietsky | |
2015-02-14 | New Navigation & Pathfinding support for 2D | Juan Linietsky | |
-Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent) | |||
2015-01-03 | -Obscure bug in popups solved, fixes #1008 | Juan Linietsky | |