Age | Commit message (Collapse) | Author |
|
|
|
change order of autoloads
|
|
Add missing argument names in GDScript bindings + related fixes
|
|
-made also sure it doesn't crash, fixes #2688
|
|
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
|
|
|
|
-Made help more readable, closes #2851
|
|
Fix help view not scrolling to the top
|
|
|
|
|
|
|
|
-Help tabs can be opened many at the same time
-Color temperatures for opened scripts
-Dominant script opening when switching scene tab
|
|
Fix for scroll_to_line and search functions, fix #1897
|
|
-add tab support to richtextlabel
-some click fixes to audio stream resampled
-ability to import largetextures (dialog)
|
|
|
|
The function scroll_to_line(0) should return ERR_FAIL_INDEX because
the first line is 1.
|
|
-Tabs work inside built-in log window, fixes #1867
|
|
#1803
|
|
|
|
-Proper ability to edit BBCode in RTL.
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-If re-importing from the "dependency changed" dialog, edited scene will keep the local changes.
-Imported scene will keep track of changes in the source asset
-Geometry changes in source geometry or nodes with a different transform will be updated.
-Materials will be kept if changed locally.
-New nodes added will be kept
-If nodes were reparented or renamed, they will still keep track
-Deleted notes will be restored, use the -noimp option to avoid this.
-In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import.
-Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh.
Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time.
So Please test!!
|
|
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
|
|
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D
-fix how documentation is generated, built in doc browser should be always up to date
-copypaste, scrolling, etc in builtin doc
-built-in scripts get saved now (though debugger may not always work on them)
-Theme can be set to controls as a property
|
|
|