Age | Commit message (Collapse) | Author |
|
-Removed one and zero hints for properties, replaced by default value
|
|
Expose the align property of the SpinBox's LineEdit control
|
|
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.
|
|
|
|
|
|
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.
|
|
Happy new year to the wonderful Godot community!
|
|
set_anchors_and_margins_preset(PRESET_WIDE)
|
|
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.
|
|
|
|
|
|
|
|
|
|
Make the naming consistent with other classes.
|
|
this might cause bugs I haven't found yet..
|
|
New customizable editor theme
|
|
Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
|
|
This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
|
|
|
|
|
|
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
|
|
Fixes the problem with spinboxes not updating when clicking too fast.
|
|
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
|
|
than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
|
|
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.
|
|
-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).
|
|
differentiated than generalized _input
|
|
-Modified help to display properties
GDScript can still not make use of them, though.
|
|
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!
|
|
|
|
|
|
issues.
|
|
|
|
|
|
|
|
-ask user for track to call nodes when adding call track
|
|
-ability to drag spinboxes and tree ranges to change values, like in Unity or Unreal
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-
*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
|
|
|