Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-08-17 | fix bug on window notification propagation | Jihyun Yu | |
2021-08-14 | Merge pull request #50147 from aaronfranke/disable-node3d | Rémi Verschelde | |
Disable Node3D when compiling without 3D and fix disable_3d option | |||
2021-08-13 | Style: Cleanup code using `text_editor/completion/use_single_quotes` | Rémi Verschelde | |
2021-08-13 | Disable Node3D when compiling without 3D and fix disable_3d option | Aaron Franke | |
2021-08-13 | Merge pull request #51607 from aaronfranke/includes | Rémi Verschelde | |
Fix some unnecessary includes | |||
2021-08-13 | Fix some unnecessary includes | Aaron Franke | |
2021-08-12 | Use the Unicode multiplication symbol where relevant | Hugo Locurcio | |
2021-08-10 | Merge pull request #49417 from Bhu1-V/gsoc-cmd-plt | Rémi Verschelde | |
Command Palette For Godot | |||
2021-08-10 | Organize methods in Viewport and explicitly name 3D methods with 3D | Aaron Franke | |
2021-08-09 | Use doubles for time in many other places | Aaron Franke | |
2021-08-09 | [Net] Basic extensible MultiplayerAPI spawn/despawn. | Fabio Alessandrelli | |
`PackedScene`s can be configured to be spawnable via a new `MultiplayerAPI.spawnable_config` method. They can be configured either to be spawned automatically when coming from the server or to always require verification. Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on the remote peers. When a peer receive a spawn request: - If it comes from the server and the scene is configured as `SPAWN_MODE_SERVER`: - Spawn the scene (instantiate it, add it to tree). - Emit signal `network_spawn`. - Else: - Emit signal `network_spawn_request`. In a similar way, `despawn`s are handled automatically in `SPAWN_MODE_SERVER`. In `SPAWN_MODE_SERVER`, when a new client connects it will also receive, from the server all the spawned (and not yet despawned) instances. | |||
2021-08-09 | Added EditorCommandPalette | Bhuvan Vemula | |
2021-08-03 | Merge pull request #51006 from foxydevloper/drag-drop-naming | Rémi Verschelde | |
Name nodes added when drag & dropping an image by `name_casing` | |||
2021-07-29 | Add `auto_translate` toggle for automatic translation | Michael Alexsander | |
2021-07-29 | Name nodes added from drag & drop by `name_casing` | foxydevloper | |
2021-07-27 | Multiple cosmetic fixes for embedded windows | Michael Alexsander | |
2021-07-26 | Merge pull request #50899 from akien-mga/refref | Rémi Verschelde | |
Use Ref<T> references as iterators where relevant | |||
2021-07-26 | Use Ref<T> references as iterators where relevant | Rémi Verschelde | |
And const when possible. | |||
2021-07-26 | Use doubles for time everywhere in Timer/SceneTree | Aaron Franke | |
2021-07-25 | Use const references where possible for List range iterators | Rémi Verschelde | |
2021-07-23 | Use C++ iterators for Lists in many situations | Aaron Franke | |
2021-07-23 | Show tooltips even when paused or time_scale is 0 | kobewi | |
2021-07-22 | Make `MenuButton`'s `switch_on_hover` work again | Michael Alexsander | |
2021-07-21 | Use the standard C `INFINITY` and `NAN` constants directly | Hugo Locurcio | |
The `Math_INF` and `Math_NAN` defines were just aliases for those constants, so we might as well use them directly. Some portions of the code were already using `INFINITY` directly. | |||
2021-07-20 | Merge pull request #38317 from verdog/get-cam-2d-4.0 | Rémi Verschelde | |
add viewport.get_camera_2d() | |||
2021-07-20 | Merge pull request #50655 from JFonS/sname_opt | Rémi Verschelde | |
Editor StringName and Viewport optimizations | |||
2021-07-20 | Editor StringName and Viewport optimizations | Joan Fons | |
* Added explicit return type to the SNAME macro. * Add some extra SNAME usages. * Change some ClassDB methods to use const StringName & arguments. * Cache the Window parent in Control because it's used in is_layout_rtl(), which is called often. * Only enable internal processing for viewports that need it. * Change CanvasItem::group to be a StringName because it's only used as that. | |||
2021-07-20 | Merge pull request #50605 from Calinou/tweak-shader-code-style | Rémi Verschelde | |
Use C++11 raw literals for shader code to improve readability | |||
2021-07-20 | Merge pull request #50206 from groud/undoredo_increase_args_count | Rémi Verschelde | |
Increase the number of arguments accepted by UndoRedo methods | |||
2021-07-19 | Merge pull request #50566 from reduz/optimize-stringname-usage | Rémi Verschelde | |
Optimize StringName usage | |||
2021-07-19 | Merge pull request #48186 from EricEzaM/PR/tooltip-improvements | Rémi Verschelde | |
Made default tooltips (non-custom ones) disappear on mouse enter. | |||
2021-07-19 | Use C++11 raw literals for shader code to improve readability | Hugo Locurcio | |
In files that have lots of branching, `\t` was replaced with a tab character instead. | |||
2021-07-18 | Optimize StringName usage | reduz | |
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor. | |||
2021-07-16 | Merge pull request #47395 from sygi/shape_idx_collision | Hugo Locurcio | |
Add shape_idx to CollisionObject2D mouse_entered signal | |||
2021-07-15 | Merge pull request #38819 from EricEzaM/improve-to_string-for-nodes | Rémi Verschelde | |
Added Node name to print() of all Nodes by making to_string() in Object virtual, so it can be overriden in C++. | |||
2021-07-15 | Added Node name to print() when printing Nodes. | Eric M | |
2021-07-13 | Merge pull request #50299 from YeldhamDev/window_wrap_controls_fix | Rémi Verschelde | |
Fix `Window`'s `wrap_controls` not actually doing anything | |||
2021-07-13 | Add type variations to Theme | Yuri Sizov | |
2021-07-12 | [Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer. | Fabio Alessandrelli | |
2021-07-12 | [Net] Remove most multiplayer hooks from SceneTree. | Fabio Alessandrelli | |
Use `multiplayer` or `get_multiplayer()` instead of `get_tree()`. | |||
2021-07-10 | Merge pull request #48622 from Geometror/reimplement-disableable-vsync | Hugo Locurcio | |
2021-07-08 | Fix `Window`'s `wrap_controls` not actually doing anything | Michael Alexsander | |
2021-07-07 | Merge pull request #50193 from reduz/fix-command-queue-crash | Rémi Verschelde | |
Fix Command Queue Crash | |||
2021-07-07 | Fix Command Queue Crash | reduz | |
* No longer allow sending an object (texture) to the server as material parameter * Keep a parameter cache locally in ShaderMaterial | |||
2021-07-06 | Merge pull request #50215 from ↵ | Rémi Verschelde | |
Calinou/improve-node-configuration-warning-display Format node configuration warnings as a bullet point list | |||
2021-07-06 | Format node configuration warnings as a bullet point list | Hugo Locurcio | |
This makes multiple warnings easier to distinguish from each other. | |||
2021-07-06 | Increase the number of arguments accepted by UndoRedo methods | Gilles Roudière | |
2021-07-06 | Restructure and reimplement vsync options | Hendrik Brucker | |
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option | |||
2021-07-04 | Allow using ORMMaterial3D by using BaseMaterial3D as a resource hint | Hugo Locurcio | |
Previously, only StandardMaterial3D could be defined as an alternative to ShaderMaterial. This also reorders the CanvasItemMaterial property hints to follow alphabetical order (which is enforced by the inspector). | |||
2021-07-03 | add viewport.get_camera_2d() | Josh Chandler | |
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code * simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results * rebased to current godot master |