Age | Commit message (Collapse) | Author |
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ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.
On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.
Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
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This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
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#25897 and many others
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fixes #18801
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Also drop some unused files.
Renamed:
- `scene/2d/navigation2d.h` -> `navigation_2d.h`
- `scene/2d/screen_button.h` -> `touch_screen_button.h`
- `scene/3d/scenario_fx.h` -> `world_environment.h`
- `scene/audio/audio_player.h` -> `audio_stream_player.h`
- `scene/resources/bit_mask.h` -> `bit_map.h`
- `scene/resources/color_ramp.h` -> `gradient.h`
- `scene/resources/shape_line_2d.h` -> `line_shape_2d.h`
- `scene/resources/scene_format_text.h` -> `resource_format_text.h`
- `scene/resources/sky_box.h` -> `sky.h`
Dropped:
- `scene/resources/bounds.h`
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The original attempt to fix the issue was accidentally using the wrong
type for the image cache. This change fixes that.
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Happy new year to the wonderful Godot community!
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Made Debugger's Video Memory tab show correct resource paths.
The Icons are still missing but that is due to the get_icon(type, "EditorIcons") for type = "Texture" being missing. Adding that icon would fix it.
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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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