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2018-04-08Merge pull request #18072 from AlexHolly/masterGeorge Marques
expose Tileset TileMode to GDScript
2018-04-08expose Tileset TileMode to GDScriptAlexander Holland
2018-04-08Merge pull request #16705 from Chaosus/generate_normals_flipJuan Linietsky
Add flip switch to SurfaceTool.generate_normals
2018-04-08Merge pull request #17382 from bojidar-bg/13971-path-array-unsavedJuan Linietsky
Duplicate Arrays and Dictionaries when instancing scene in editor
2018-04-08Merge pull request #17443 from Noshyaar/tilesetcrashJuan Linietsky
Fix converting to tileset crashes Godot if existing file is not tileset
2018-04-07Merge pull request #17602 from ivodopiviz/tscn-issuesJuan Linietsky
Removed unnecessary newlines from tscn
2018-04-07Merge pull request #17730 from RandomShaper/radio-buttons-in-menusJuan Linietsky
Radio buttons in menus
2018-04-01Mesh: fix crash when creating mesh outline from QuadMeshPoommetee Ketson
Since create_outline can only make outline for PRIMITIVE_TRIANGLES, when QuadMesh (which is PRIMITIVE_TRIANGLE_FAN) is used to create outline, will leave `arrays` empty, and crash when it is being indexed for "indices" subarray. This PR shows error when there's only one surface and it is not TRIANGLES. Also prevent the crash if it has more than one surface and none of them are TRIANGLES (and any other cases that could leave `arrays` empty) by checking the size of `arrays` == 8 before indexing it, since the method seems to expect `arrays` to be of that size.
2018-03-27Add radio-button-looking entries to PopupMenuPedro J. Estébanez
They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually. `is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button. Keeping check in the name adds an additional clue about these facts. Closes #13055.
2018-03-25Removed unnecessary newlines from tscnIvan Vodopiviz
References #6025. Made small changes to avoid adding newlines for no reason.
2018-03-23Fix converting to tileset crashes Godot if existing file is not tilesetPoommetee Ketson
also make TileSetEditorPlgn tile list updates the preview modulate
2018-03-13Duplicate Arrays and Dictionaries when instancing scene in editorBojidar Marinov
Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate Fixes #13971
2018-03-13Merge pull request #17094 from Calinou/add-dynamicfont-hinting-optionsRémi Verschelde
Add an hinting mode setting to DynamicFonts
2018-03-02Fix serialization of identifiers with non printable ASCII charactersRémi Verschelde
Fixes #6888.
2018-02-28Add an hinting mode setting to DynamicFontsHugo Locurcio
- Editor font hinting can now be tweaked in the Editor Settings. - DynamicFonts used in projects now have tweakable hinting settings in their DynamicFontData child. Changes will be visible upon reloading the scene in the editor.
2018-02-24Merge pull request #16932 from groud/fix_collision_shape_selectionRémi Verschelde
Fixes collisions shape selection
2018-02-24Merge pull request #16930 from PJB3005/18-02-22-styleboxtexture-textureRémi Verschelde
StyleBoxTexture: Texture instead of RES for texture and normal_map.
2018-02-23Refactor version macros and fix related bugsRémi Verschelde
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were several places hardcoding their own variant of the version string, potentially with bugs (e.g. forgetting the patch number when defined). The new logic defines: - VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1) - VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch', depending on whether the latter is defined (e.g. 3.1.4) - VERSION_FULL_CONFIG, which contains the version status (e.g. stable) and the module-specific suffix (e.g. mono) - VERSION_FULL_BUILD, same as above but with build/reference name (e.g. official, custom_build, mageia, etc.) Note: Slight change here, as the previous format had the build name *before* the module-specific suffix; now it's after - VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed with "Godot v" for readability Bugs fixed thanks to that: - Export templates version matching now properly takes VERSION_PATCH into account by relying on VERSION_FULL_CONFIG. - ClassDB hash no longer takes the build name into account, but limits itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant for the API hash). - Docs XML no longer hardcode the VERSION_STATUS, this was annoying. - Small cleanup in Windows .rc file thanks to new macros.
2018-02-22Fixes collisions shape selectionGilles Roudiere
2018-02-22StyleBoxTexture: Texture instead of RES for texture and normal_map.Pieter-Jan Briers
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-21Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky
2018-02-21Merge pull request #16772 from damarindra/tileset_editor_improvementRémi Verschelde
Tileset Editor Improvement
2018-02-20Tileset Editor ImprovementDamar Indra
2018-02-20Merge pull request #16718 from Chaosus/triplanarfixRémi Verschelde
Add refraction possibility when triplanar uv mode enabled
2018-02-19Merge pull request #16530 from AndreaCatania/raysRémi Verschelde
Improved ray shape (2D and 3D) by addiing the possibility to act as r…
2018-02-19Merge pull request #15780 from volzhs/emojiRémi Verschelde
Support colored font
2018-02-19Improved ray shape (2D and 3D) by addiing the possibility to act as regular ↵Andrea Catania
shape
2018-02-19Added flip switch to generate_normalsChaosus
2018-02-15Added refraction possibility for triplanar uv modeChaosus
2018-02-14Merge pull request #15523 from Nutriz/change_primmesh_accuracy_valueRémi Verschelde
Change primitive meshes acccuracy value
2018-02-14Merge pull request #15592 from paulloz/textedit-initial-sizeRémi Verschelde
set a better initial size to TextEdit nodes
2018-02-14Merge pull request #15799 from SaracenOne/lightmap_unwrap_script_exposeRémi Verschelde
Expose 'lightmap_unwrap' method to the scripting engine.
2018-02-03Fix texture import spellingPhil Jones
2018-02-03Gradient: fix wrong property typePoommetee Ketson
2018-02-01Merge pull request #16276 from bcr3ative/issue_15668Rémi Verschelde
Fix inconsistencies and typos in argument names
2018-02-01Merge pull request #15946 from MarianoGnu/issue_15870Rémi Verschelde
Attemp to fix #15870
2018-02-01Fix inconsistencies and typos in argument namesPaolo Perkovic
2018-01-30Ability to import .escn files, which is just a .tscn but with forced import.Juan Linietsky
This works together with the new Blender to Godot exporter.
2018-01-22Expose audio streams get_length()MrCdK
2018-01-21I have no idea why this commit fixes #15392Juan Linietsky
2018-01-21attemp to fix #15870Mariano Suligoy
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-17Expose 'lightmap_unwrap' method to the scripting engine.Saracen
2018-01-16BMFont loading direct support from .fnt files.Juan Linietsky
2018-01-16Support colored fontvolzhs
2018-01-12Merge pull request #15629 from endragor/fix-shader-propertyRémi Verschelde
Fix Material's shader property binding
2018-01-12Fix Material's shader property bindingRuslan Mustakov
ShaderGraph doesn't exist in 3.0.
2018-01-12Make burley default for materials, fixes #15054Juan Linietsky
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added