Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-02-13 | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | |
This saves typing and is a step towards fixing #56 | |||
2017-01-23 | Ability to delete, drag and drop audio buses! | Juan Linietsky | |
2017-01-21 | WIP new AudioServer, with buses, effects, etc. | Juan Linietsky | |
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-15 | Oops! Audio engine has vanished :D | Juan Linietsky | |
2017-01-14 | removed duplicated functions in class hierarchy that were bound more than once | Juan Linietsky | |
added a check to detect this case in the future | |||
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
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. | |||
2017-01-14 | Renamed call_group to call_group_flags, made call_group without flags the ↵ | Juan Linietsky | |
default | |||
2017-01-13 | Created new Engine singleton, and moved engine related OS functions to it. | Juan Linietsky | |
2017-01-13 | New API for visibility in both CanvasItem and Spatial | Juan Linietsky | |
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience | |||
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
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. | |||
2017-01-10 | Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵ | Juan Linietsky | |
being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete! | |||
2017-01-08 | -removed stop mouse and ignore mouse from control, which were confusing, ↵ | Juan Linietsky | |
replaced by mouse filter | |||
2017-01-08 | renamed joystick to joypad everywhere around source code! | Juan Linietsky | |
2017-01-08 | renamed _input_event for GUI events to _gui_input, so it's more ↵ | Juan Linietsky | |
differentiated than generalized _input | |||
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 | |||
2017-01-04 | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky | |
-Modified help to display properties GDScript can still not make use of them, though. | |||
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 | WIP particle system | Juan Linietsky | |
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering | |||
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! | |||
2016-12-23 | Fixed many more bugs reported by Valgrind | Juan Linietsky | |
2016-12-22 | can bake for omni and spotlight | Juan Linietsky | |
store normal when baking | |||
2016-11-22 | Instancing is working! (hooray) | Juan Linietsky | |
2016-11-09 | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky | |
2016-10-27 | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | |
2016-10-08 | Added simple check to viewport, if matrix32 is invesile ↵ | Mateusz Adamczyk | |
(https://github.com/godotengine/godot/issues/6296). | |||
2016-10-05 | -Added ViewportContainer, this is the only way to make viewports show up in ↵ | Juan Linietsky | |
GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport | |||
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 | |||
2016-09-14 | Restore viewport set_world_2d functionality | Fabio Alessandrelli | |
2016-09-10 | Fix Viewport.get_mouse_pos() for specific situations, closes #1885 | Juan Linietsky | |
2016-07-30 | UI navigation via JOYSTICK_MOTION. | Andreas Haas | |
Previously, you could assign joystick axis events to "ui_*" actions but they had no effect. See https://godotengine.org/qa/6232 | |||
2016-07-24 | Merge pull request #5881 from neikeq/pr-fix-propagation | Juan Linietsky | |
Viewport: Replace obsolete "windows" group calls | |||
2016-07-24 | Merge pull request #5803 from jarfil/issue/origin5695-pr | Juan Linietsky | |
Fix tooltips blinking | |||
2016-07-24 | Viewport: Replace obsolete "windows" group calls | Ignacio Etcheverry | |
- Fixes neighbour focusing event propagation not being stopped | |||
2016-07-19 | Hide tooltip if new mouse position's tooltip is empty | Jaroslaw Filiochowski | |
2016-07-19 | Don't start a new tooltip timer for the same tooltip | Jaroslaw Filiochowski | |
2016-07-18 | Properly transform sub-viewport input, closes #3580 | Juan Linietsky | |
2016-07-08 | Fix own world option of Viewport. | Franklin Sobrinho | |
It happens when the viewport has WorldEnviroment child with a valid Enviroment | |||
2016-07-01 | Fixed the order of input, reverts #4384, closes #5361 | Juan Linietsky | |
2016-07-01 | Color picker was getting too much focus, made it get not as much focus. | Juan Linietsky | |
This abuse of focus was the original culprit of #5354 | |||
2016-07-01 | Invalidate key focus if not visible, fixes #5354 | Juan Linietsky | |
2016-07-01 | Improved drag&drop to work as n-piggeon wants to use, closes #5342 | Juan Linietsky | |
2016-06-29 | remove unnecesary warning, closes #5169 | Juan Linietsky | |
2016-06-27 | Figured out a way to fix event propagation for shortcuts and some other ↵ | Juan Linietsky | |
cases so they properly stop shortcuts if a modal window is open, closes #4848 | |||
2016-06-27 | Add a small workaround to avoid modal tabs to be closed if they are spawned ↵ | Juan Linietsky | |
in the same frame, closes #3837 | |||
2016-06-27 | Properly deliver localized coordinates when passing gui events through ↵ | Juan Linietsky | |
parents, closes #4215 | |||
2016-06-23 | Make button aware of it being dragged and reset state, closes #4178 | Juan Linietsky | |