Age | Commit message (Collapse) | Author |
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Trying to release focus of the spinbox's lineedit would not work when done in the "value_changed" callback. The reason is because the "value_change" signal is called first, then the "get_focus" method is called next. This causes the spinbox to get_focus after you try to release focus within the "value_changed" callback.
To resolve this, spinbox should get focus first and then emit "value_changed".
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This fixes a regression caused by
86a31e9e385c7909a0cdd24a5ee790c3dca03b98.
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This closes #31780.
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Right-clicking a property to open the context menu deselects the text field. This causes the context menu to be useless because it doesn't have anything to edit.
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Also allow lifting the decimal step formatting with a hint range step
of 0. A new `range_step_decimals()` is added for this to avoid breaking
compatibility on the general purpose `step_decimals()` (which still
returns 0 for an input step of 0).
Supersedes #25470.
Partial fix for #18251.
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Happy new year to the wonderful Godot community!
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To prevent the SpinBox from capturing mouse, added a "drag.allowed"
variable that is set to true only when clicking inside the control.
Entering the control with the left mouse button pressed will not
trigger drag anymore.
Also modified the value update code when dragging so it does not
modify the base_val.
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-Removed one and zero hints for properties, replaced by default value
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Expose the align property of the SpinBox's LineEdit control
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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.
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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.
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Happy new year to the wonderful Godot community!
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set_anchors_and_margins_preset(PRESET_WIDE)
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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Make the naming consistent with other classes.
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this might cause bugs I haven't found yet..
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New customizable editor theme
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Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
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This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
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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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Fixes the problem with spinboxes not updating when clicking too fast.
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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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than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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-An action being requested to the user in present tense: (ie, draw, gui_input, etc)
-A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
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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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issues.
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-ask user for track to call nodes when adding call track
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-ability to drag spinboxes and tree ranges to change values, like in Unity or Unreal
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