Age | Commit message (Collapse) | Author |
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Adds an additional flag to SceneTree::create_timer() that tells it whether or not to process when the game is paused.
Defaults to false in order to not break existing functionality.
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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This saves typing and is a step towards fixing #56
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TCP/UDP listen bind to address and bugfixes
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- TCP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `connect` -> resolve using best protocol (UNSPEC), socket from address type
- UDP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type
(to change socket type you must first call `close` it)
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Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
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added a check to detect this case in the future
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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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default
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naming
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The method _generate_serial_child_name is indeed called relatively often
in editor mode, but that commented out code chunk hardly adds to its
slowness (and with the default setting, not at all).
Also did various related code cleanups and simplifications.
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visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
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NOTIFICATION_TRANSFORM_CHANGED
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(cherry picked from commit 87fd54b2f18928213021fef7f330d0c314cf7ac7)
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-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).
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Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
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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.
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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!
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poups when translation is changed.
-Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code
-Sorry, editor will not update automatically because it uses a different translatio method.
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-Changed clip to a property in Control which can be set by the user
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replaced by mouse filter
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differentiated than generalized _input
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renamed to PoolVector
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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
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-Modified help to display properties
GDScript can still not make use of them, though.
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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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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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Fixes and improvementes for IPv6 implementation.
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Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
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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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store normal when baking
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This reverts commit b6eab006dbd21d25a664486809109fffa9533124.
This commit broke compatibility in an undesired way, as outlined in
https://github.com/godotengine/godot/issues/3290#issuecomment-263388003
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Do not enter _ready twice
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changed order name
(cherry picked from commit dbca4ee3fe283f59a8c9d50aae73b97f48be7b01)
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Currently, there is no notification with the old behaviour, so probably breaks all cpp code relying on that notification as well.
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