Age | Commit message (Collapse) | Author |
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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The first in my quest to make Godot 3.x compile with -Werror on GCC7
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Texture region now updates when changing an Atlas region rect
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- Removed atlas_changed signal for AtlasTexture
- Changes are now handled by _notify_change
- Removed unneccesary signal connections
- Texture preview now updates in real-time
Fixed TextureRegionEditor constantly regenerating
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-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
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- Ability to set tangents as linear
- Indicative min and max values
- CurveTexture doesn't need min and max anymore
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- Added gradient property
- Deleted duplicate code
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- New resource for curves in y(x) form
- CurveTexture now has a Curve
- Curve and CurveTexture share the same editor
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scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
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support in Sprite so far.
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-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
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-Restored resource previews!
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Fix errors on engine startup.
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closes #8801
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Fixes a bunch of the most spammy console errors introduced by recent refactorings:
- `AudioServerState` does not exist, this was the reference to it in the source. The surrounding code made it clear that `AudioServerLayout` was meant to be used instead.
- `StreamCSVTranslation` same here, it's the only reference. I went with `Translation` here, but I'm not 100% sure on this one.
- Some methods have been moved from `Texture` to `Image`, but the old bindings were still there.
- A few `name == ""` errors related to duplicating nodes.
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"ALL IS GOOD" was a lie.
In particular, removes verbose "path not recognized" false positive.
The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
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From https://github.com/lucasdemarchi/codespell
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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
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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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added a check to detect this case in the future
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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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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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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
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change on disk. Closes #4059.
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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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FBOs so all 2D shader effects should now work in every single Android device.
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-Small fix to xml saver (swapping > and <)
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