Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-01-12 | Must now register with set_transform_notify() to get ↵ | Juan Linietsky | |
NOTIFICATION_TRANSFORM_CHANGED | |||
2017-01-12 | Project setting to control node name casing | Ray Koopa | |
(cherry picked from commit 87fd54b2f18928213021fef7f330d0c314cf7ac7) | |||
2017-01-12 | Renamed most signals so they refer to: | Juan Linietsky | |
-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). | |||
2017-01-10 | - _ready() callback only happens once now, if you want to receive it again, ↵ | Juan Linietsky | |
use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script. | |||
2017-01-05 | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | |
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available | |||
2017-01-03 | Begin modifying properties to make them more friendly to script and doc. | Juan Linietsky | |
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | |
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() | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde | |
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! | |||
2016-11-30 | Revert "Do not emit NOTIFICATION_READY more than once (breaking change)" | Rémi Verschelde | |
This reverts commit b6eab006dbd21d25a664486809109fffa9533124. This commit broke compatibility in an undesired way, as outlined in https://github.com/godotengine/godot/issues/3290#issuecomment-263388003 | |||
2016-11-17 | Do not emit NOTIFICATION_READY more than once (breaking change) | Bojidar Marinov | |
Currently, there is no notification with the old behaviour, so probably breaks all cpp code relying on that notification as well. | |||
2016-11-17 | Guard agains duplicate calling of _ready when instanced in _enter_tree | Bojidar Marinov | |
Fixes #6005 | |||
2016-11-03 | Keep groups when replacing nodes | Ignacio Etcheverry | |
2016-10-10 | Revise serial naming behavior | Pedro J. Estébanez | |
2016-10-08 | Refactor node naming APIs used by editor | Pedro J. Estébanez | |
Make 'name_num_separator' a project setting Make all node operations separator-aware | |||
2016-10-03 | Begining of GLES3 renderer: | Juan Linietsky | |
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working | |||
2016-09-07 | Renamed the bind_native functions to bind_vararg, should make it show the ↵ | Juan Linietsky | |
documentation more clearly and also make it easier to bind to C# | |||
2016-08-19 | Brand new networked multiplayer | Juan Linietsky | |
2016-08-14 | Added high level networked multiplayer to Godot. | Juan Linietsky | |
It's complete, but absolutely and completely untested, undocumented and NSFW. Have fun :-) | |||
2016-07-19 | WIP bugfix for existing connections | Juan Linietsky | |
2016-07-07 | Remove unused variables (third pass) + dead code | Rémi Verschelde | |
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable | |||
2016-07-06 | Fix several bugs related to node duplication and signals, closes #5405 | Juan Linietsky | |
2016-06-28 | Change method of storing folding, solves problems with inheritance, closes #3395 | Juan Linietsky | |
2016-06-21 | Make return type explicit. | Saracen | |
2016-06-20 | property remove parent owned nodes when using replace, fixes #4128 | Juan Linietsky | |
2016-06-13 | Better error text when trying to add/remove/move child nodes in a busy ↵ | Juan Linietsky | |
parent, closes #4838 | |||
2016-06-09 | Preserve signal connections when replacing the target node | Ignacio Etcheverry | |
2016-06-07 | -Heavily improved editor startup and exit performance | Juan Linietsky | |
2016-06-04 | Created a NodeDock with signals and groups | Juan Linietsky | |
2016-05-17 | -Added configuration warning system for nodes | Juan Linietsky | |
-Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work | |||
2016-05-13 | Node duplication positions under duplicated node, issue 964 | Paulb23 | |
2016-05-11 | -begun implementing drag & drop editor wide | Juan Linietsky | |
-filesystem dock dnd support -property list dnd support -scene tree dnd support | |||
2016-05-04 | Fix wrong return and argument types in documentation | Ignacio Etcheverry | |
2016-04-12 | Keep editable instances data when replacing tree root node | Ignacio Etcheverry | |
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-01-22 | -make sure instance placeholder works with duplicate(), fixes #3378 | Juan Linietsky | |
2016-01-20 | duplicate groups and signals | hondres | |
2016-01-03 | forgot to bind NOTIFICATION_INSTANCED, closes #2261 | Juan Linietsky | |
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-29 | -fix loading of samples in mod, s3m and xm. Fixes #2553 | reduz | |
2015-12-29 | -restrict gui root from being removed while performing input, fixes #2578 | reduz | |
2015-12-28 | Ability to set autoloads as singleton global variables | reduz | |
2015-12-28 | Add missing argument names in GDScript bindings | Rémi Verschelde | |
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). | |||
2015-12-08 | better unique name resolution, as suggested i #3017 | Juan Linietsky | |
2015-12-08 | added option to add_child, to use the same deduplication convention as in ↵ | Juan Linietsky | |
the editor, closes #3017 | |||
2015-11-14 | windows crash and bind placeholder method | Ariel Manzur | |
2015-10-17 | Merge pull request #2556 from volzhs/fix_miss_bind_findnode | Juan Linietsky | |
fix miss bind for Node::find_node | |||
2015-10-16 | -fixes and more fixes to new scene system, seems stable now.. | reduz | |
BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!! | |||
2015-10-10 | Large improvements on scene packing and management | reduz | |
-Ability to edit and keep changes of instanced scenes and sub-scenes -Ability to inherit from other scenes | |||
2015-09-30 | fix miss bind for Node::find_node | volzhs | |