Age | Commit message (Collapse) | Author |
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This way they no longer appear in the documentation, and the related
setters and getters do.
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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use it.
Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance.
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and fixes #20221
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[Core] Split up math_2d.h
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-Add warning to Image::load when loading resources
-Add script binding for get_configuration_warning
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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Thus fixing some invalid changes that had still made it to the master branch.
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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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closes #8801
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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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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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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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should work faster, and even faster if exported.. as textures have been
optimized.
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must have made some mistake with git,
not sure why they were not sent..
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-=-=-=-=-=-=-=-=-=-=
-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
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