Age | Commit message (Collapse) | Author |
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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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And expose the method `get_drop_section_at_pos` of Tree
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Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
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-Fixed tree reselect, makes reselecting an audio bux FX work
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Fixes #10244.
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Fixes #9052
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-Added system for feature overrides, it's pretty cool :)
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-Some changes to tree to support this properly
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this might cause bugs I haven't found yet..
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Adds a tooltip parameter to `TreeItem::add_button()` and set a few tooltips in the Project settings and SceneTree dock.
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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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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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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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Able to change visibility when ancestor node is hidden
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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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-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
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In 3D it will focus in the first viewport
Enable double click for trees
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Can be turned on/off in editor settings + line color change available as
well
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Will eventually replace the buttons of that dock, so please test it!
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-New SpriteFrames editor, with support for drag&drop, multiple animation
sets, animation speed and loop.
-New AnimatedSprite, with support for all the new features!
AnimatedSprite3D has not been updated yet.
-Added support for drag&drop to other editors, such as resourcepreload,
sample library, etc.
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-filesystem dock dnd support
-property list dnd support
-scene tree dnd support
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Rebase of #453
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-Made asset sharing support https
-Many fixes to HTTPRequest
-Added an asset installer dialog
-Visual cleanups to asset sharing tab
-Fixed some issues in ScrollContainer, hope it does not break things
-Asset sharing tab is not visible (hidden on purpose) for now.
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when pops up, fixes #3415
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-Used it to keep changes on lineedit when focused out
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-ability to drag spinboxes and tree ranges to change values, like in Unity or Unreal
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-ability to edit multiple scenes at the same time
-resource internal IDs are now persistent, this makes multiple scene
editing possible but maaaaay result in file corruption bugs (tested and
could not find anything but possibility exists because core code
changed, report immediately if you find this).
-properly save settings, layout, etc when edited
-script editing is independent from scene editing now
-show a yellow box when a script belongs to the scene
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