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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Use also invisible tabs to calculate minimum size of tab container
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hidden tabs for min size computation.
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Allows enabling/disabling parts of the editor and storing/loading profiles for that.
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Happy new year to the wonderful Godot community!
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Fix the code editor outside the allowed limits.
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also fix error when removing multiple tabs from TabContainer at same frame.
like closing multiple docs at once.
Fix #16403
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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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Fixes #10244.
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this might cause bugs I haven't found yet..
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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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- Added `tab_selected` signal. Which emits a signal by selecting any tab, if current tab is selected again.
- Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** only `tab_changed` can modify previous tab index.
- Add documentation for the added function and signals. Fix a typo too.
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differentiated than generalized _input
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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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-ability to make dock position configurable, and it gets saved
-editor starts maximized default
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