Age | Commit message (Collapse) | Author |
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This reverts commit cd778e00dc5362d00d4760c79fc301951f6f9b75.
That commit introduced regressions for non-CJK languages are discussed
in #8952. Fixes #9078.
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Make the naming consistent with other classes.
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(cherry picked from commit cd778e00dc5362d00d4760c79fc301951f6f9b75)
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this might cause bugs I haven't found yet..
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Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
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From https://github.com/lucasdemarchi/codespell
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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
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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This saves typing and is a step towards fixing #56
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visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
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-Changed clip to a property in Control which can be set by the user
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differentiated than generalized _input
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-Modified help to display properties
GDScript can still not make use of them, though.
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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()
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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!
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Fix #6212, #3773
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RichTextLabel: Fix adding raw text when bbcode is disabled
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RichTextLabel-get_text
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Fixes #5605.
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
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RichTextLabel.
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change order of autoloads
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Add missing argument names in GDScript bindings + related fixes
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-made also sure it doesn't crash, fixes #2688
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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).
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-Made help more readable, closes #2851
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Fix help view not scrolling to the top
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-Help tabs can be opened many at the same time
-Color temperatures for opened scripts
-Dominant script opening when switching scene tab
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Fix for scroll_to_line and search functions, fix #1897
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-add tab support to richtextlabel
-some click fixes to audio stream resampled
-ability to import largetextures (dialog)
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The function scroll_to_line(0) should return ERR_FAIL_INDEX because
the first line is 1.
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-Tabs work inside built-in log window, fixes #1867
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#1803
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-Proper ability to edit BBCode in RTL.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-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!!
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