Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-08-18 | Make sure local to scene resources are initialized after loading all nodes, ↵ | Juan Linietsky | |
fixes #9438 | |||
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg | |
Fixes #10244. | |||
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-06 | keep default exported script values unless overriden, closes #8127 | Juan Linietsky | |
2017-07-30 | Style: Apply clang-format on all files | Rémi Verschelde | |
Thus fixing some invalid changes that had still made it to the master branch. | |||
2017-07-19 | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky | |
-Added system for feature overrides, it's pretty cool :) | |||
2017-07-11 | [#7212] Fixed missing 'Variant' return values in documentation. | ducdetronquito | |
2017-04-14 | PackedScene: Fix wrong DEFVAL | Ignacio Etcheverry | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-24 | Fix typos in source code using codespell | Rémi Verschelde | |
From https://github.com/lucasdemarchi/codespell | |||
2017-03-15 | Fix redundant connections saved in sub-inheritance | Pedro J. Estébanez | |
2017-03-09 | Fix node duplication in scene sub-inheritance | Pedro J. Estébanez | |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde | |
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | |||
2017-02-21 | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵ | Juan Linietsky | |
modified files) -.pck and .zip exporting redone, seems to be working.. | |||
2017-02-16 | Correct hash behavior for floating point numbers | Hein-Pieter van Braam | |
This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947. | |||
2017-02-15 | Many fixes to make exported scenes work better, still buggy. | Juan Linietsky | |
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 | |||
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
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. | |||
2017-01-10 | Few small fixes so tools=no and target=release compiles | BastiaanOlij | |
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! | |||
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
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() | |||
2017-01-01 | 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! | |||
2016-07-19 | Fixed properly not save signals that already exist in their base scenes, ↵ | Juan Linietsky | |
closes #5656 | |||
2016-07-19 | WIP bugfix for existing connections | Juan Linietsky | |
2016-07-08 | Remove unused variables (fourth pass) + dead code | Rémi Verschelde | |
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33. | |||
2016-06-30 | Make both signals be ordered and samplelibrary items too, fixes scenes ↵ | Juan Linietsky | |
changing for git, closes #5289 | |||
2016-06-28 | Fixed bug in instance state ordering, closes #3904 | Juan Linietsky | |
2016-06-20 | Fix error storing path for children of instanced nodes in .tscn, fixes #4320 ↵ | Juan Linietsky | |
fixes #4579 fixes #4580 | |||
2016-06-12 | resolve numerical error when comparing instancing an inheritance to avoid ↵ | Juan Linietsky | |
saving changed properties when they didn't, closes 4759 | |||
2016-05-17 | -Added configuration warning system for nodes | Juan Linietsky | |
-Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work | |||
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-02-21 | Add support for placeholders in tscn, which was missing. Closes #3652 | Juan Linietsky | |
2016-02-09 | -Added missing functions to the doc, fixes #3583 | Juan Linietsky | |
2016-02-09 | -Allow renaming root node of inherited scene | Juan Linietsky | |
2016-01-23 | -Some changes to how scenes and scripts are overriden in scene instance and ↵ | Juan Linietsky | |
inheritance -Fixes #3127 and also properly fixes #2958 | |||
2016-01-23 | -Ability to retrieve state data from PackedScene, closes #3413 | Juan Linietsky | |
2016-01-14 | -Make sure scenes properly update when switching tabs, even if sub-instances ↵ | Juan Linietsky | |
changed. Fixes #3201 | |||
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-13 | -scenes are properly reloaded when a dependency changes, fixes #2896 | Juan Linietsky | |
(it's clevery done so local changes to scenes are kept even if unsaved) | |||
2015-12-12 | -force exporting of original script exported variables on overriden scripts | Juan Linietsky | |
-this works around the problem of scripts being reloaded and their properties lost -fixes #2958 | |||
2015-11-28 | -Fixed bug with scene inheritance, should work again | Juan Linietsky | |
-Proper .tscn and .tres parsing, should work, please test well! | |||
2015-11-13 | -better integration of ndee's theme | Juan Linietsky | |
2015-10-17 | -fixes disability to remove instanced nodes when reopening scene. Fixes #2610 | Juan Linietsky | |
2015-10-16 | -fixes and more fixes to new scene system, seems stable now.. | reduz | |
BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!! | |||
2015-10-10 | Large improvements on scene packing and management | reduz | |
-Ability to edit and keep changes of instanced scenes and sub-scenes -Ability to inherit from other scenes | |||
2015-06-29 | Several performance improvements, mainly in loading and instancing scenes ↵ | Juan Linietsky | |
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. | |||
2015-05-04 | -More strict argument type-checking, will make many bugs visible, fixes #1809 | Juan Linietsky | |
-added NOTIFICATION_INSTANCED |