Age | Commit message (Collapse) | Author |
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Fixes #3213.
Superseded #3242.
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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).
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the editor, closes #3017
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Cosmetic fixes to SCons buildsystem
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- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
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fix miss bind for Node::find_node
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BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!!
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-Ability to edit and keep changes of instanced scenes and sub-scenes
-Ability to inherit from other scenes
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
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removing node in live debugging fixed
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1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
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and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
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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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by popular request
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-Added get_viewport().get_mouse_pos() to replace Input.get_mouse_pos(), closes #1838
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without the influence from framerate
similar to animation player (idle/fixed mode), where idle mode = old timer, fixed mode = fixed process implementation:
Example of the behaviour with a stream of bullets with timers on different frame rates:
https://gfycat.com/HeartyImpressiveIndiancow
- A change for more uniform ticks on fixed/idle
without this fix:
http://i.imgur.com/0TMQ6CG.png
with this fix:
http://i.imgur.com/3zYx16c.png
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-added NOTIFICATION_INSTANCED
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-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
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child.queue_free() instead. Fixes #1603
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UsernameIsAReservedWord/add_is_queued_for_deletion_in_objects
add : bool Object.is_queued_for_deletion()
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picking. Making sure the object has an ID greater than 0 before typecasting solves it.
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`object.is_queued_for_deletion()` return true if the object was
`object.queue_free()` or `SceneTree.queue_delete(object)`.
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-input now correctly works when using viewport scaling
-added function to get areas/bodies in given point
-added function to get space state directly from world
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also added a demo showing how this works
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-can warp now from viewport and control, in their respective coordinate
systems
-warp is now local to the window on Windows and OSX.
IF YOU RUN OSX, PLEASE TEST THIS! And make sure it works!, new code is
in OS_OSX::warp_mouse_pos. I don't have OSX so i can't test!
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-=-=-=-=-=-=-=-=-=-
-Massive improvement to code completion
-Argument hinting for functions
If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.
Please enter the commit message for your changes. Lines starting
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