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2017-07-24Merge pull request #9764 from Noshyaar/pr-fix2Rémi Verschelde
Add object type hint for docs
2017-07-23Add object type hint for docsPoommetee Ketson
2017-07-22Several changes to better run in mobile.Juan Linietsky
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-19Add object type hint for docsPoommetee Ketson
2017-07-17-Reorganized all properties of project settings (Sorry, Again).Juan Linietsky
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-15Script editor usability fixesJuan Linietsky
2017-07-10Fix picking list flood while mouse capture enabledPedro J. Estébanez
Fixes #9575.
2017-07-03Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky
2017-06-28Reworked translation systemJuan Linietsky
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
2017-06-28Merge pull request #7947 from RandomShaper/fix-vis-notifier-2dRémi Verschelde
Fix VisibilityNotifier2D viewport offset issue
2017-06-26-Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky
-Fixded BackBuffercopy object
2017-06-24-Restored support for Canvas BG mode on EnvironmentJuan Linietsky
-Improved ease of use of WorldEnvironment (no longer extends Spatial) -2D editor viewport can now work in HDR!
2017-06-16-Fix freezes caused by etccomp2, closes #9183Juan Linietsky
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-12Properly adjust the visible editor rect and make limits respected, closes #8328Juan Linietsky
2017-06-11Restored multiple viewport function, as well as view modes.Juan Linietsky
2017-06-09-Restored multithread capability to VisualServerJuan Linietsky
-Restored resource previews!
2017-06-07-Added proper access to depth texture from shaderJuan Linietsky
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-06-03InputEvent: Renamed "pos" property to "position"Andreas Haas
Make the naming consistent with other classes.
2017-05-28-Added .hdr format supportJuan Linietsky
-Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-05-06Fix bug in pause mode propagationFabio Alessandrelli
Pause mode was not correctly propagating effectively stopping immediately when the mode was not PAUSE_MODE_INHERIT.
2017-04-25Fix auto_accept_quit option to workvolzhs
auto_accept_quit value is set first properly with GLOBAL_DEF("application/auto_accept_quit", true) in main.cpp after that it's reset to true in SceneTree:init() whatever value was.
2017-04-20Move VERSION_MKSTRING logic to version.hRémi Verschelde
Fixes a bug where the VERSION_PATCH define is not yet in scope if typedefs.h is included before version.h at compilation time. (cherry picked from commit 3b687c5474113b64f186388883ca85cdfe6523d4)
2017-04-10Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
2017-04-09-Fixed crash with splash screen on windowsJuan Linietsky
-properly show editor without having to resize window on windows
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-07Merge pull request #8308 from RandomShaper/optimize-out-debug-n-non-toolsRémi Verschelde
Optimize-out some debug and/or non-tools methods
2017-04-07Merge pull request #8304 from RandomShaper/reset-folded-on-reset-edit-childrenRémi Verschelde
Reset display folded for an instanced scene if editable children is toggled off
2017-04-07Optimize-out some debug and/or non-tools methodsPedro J. Estébanez
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible. is_node_being_edited() already showed a similar optimization effort and has been adapted to this change. Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds. This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07Reset display folded for an instanced scene if editable children is toggled offPedro J. Estébanez
This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first.
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-04-05Fixer looping timer accumulation in _processRémi Verschelde
Follow-up to #8251.
2017-04-04previous value of time_left is added to wait_time before assigning to time_leftNikhil Shagrithaya
2017-04-03Merge pull request #8048 from ficoos/was_input_handledRémi Verschelde
Add the option to check if input was handled
2017-04-02Viewport: Fix undefined behaviour found by llvm sanitizer.Andreas Haas
When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()). This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
2017-03-31Add the option to check if input was handledSaggi Mizrahi
When working with a viewport you should call Viewport.input() to pass the input, but if the input was unhandled you might also want to call Viewport.unhandled_input() so that objects in the sub-scene can handle the event. This adds a way to check if the input was handled so that you know whether you should call Viewport.unhandled_input() or not. Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-03-30Merge pull request #8203 from RandomShaper/add-missing-bindRémi Verschelde
Add missing binding for DUPLICATE_USE_INSTANCING
2017-03-30Add missing binding for DUPLICATE_USE_INSTANCINGPedro J. Estébanez
2017-03-24Merge pull request #8010 from AlexHolly/Timer-is_time_leftRémi Verschelde
added Timer is_time_left()
2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-19is_active to is_pausedAlexHolly
rm doc
2017-03-18Merge pull request #8037 from RandomShaper/remove-warningRémi Verschelde
Remove warning on owner re-assignment
2017-03-18Merge pull request #8014 from AlexHolly/fix-remove-and-skipRémi Verschelde
fix remove_and_skip()
2017-03-15Remove warning on owner re-assignmentPedro J. Estébanez
2017-03-12fix remove_and_skip()AlexHolly
2017-03-11Fix connection errors when replacing nodeIgnacio Etcheverry
- Avoid connecting the signals to nonexistent methods - Preserve only persistent connections
2017-03-06Fix VisibilityNotifier2D reapplication of viewport offsetPedro J. Estébanez