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2017-03-01Added functionality for resizable dialogs.Ray Koopa
2017-02-28 Various fixes detected using PVS-Studio static analyzer.Thaer Razeq
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
2017-02-27Add disabled tabsRay Koopa
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..
2017-02-16Correct hash behavior for floating point numbersHein-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.
2017-02-16a ton of bug fixes to the rendererJuan Linietsky
2017-02-15Many fixes to make exported scenes work better, still buggy.Juan Linietsky
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-02-12Merge pull request #7352 from Zylann/polylineRémi Verschelde
Polyline
2017-02-06Several bugfixes, improving the import workflowJuan Linietsky
2017-02-02wav file importing!Juan Linietsky
2017-02-01Lot of work in new importer, importing textures now works.Juan Linietsky
2017-01-25Merge pull request #7002 from RandomShaper/vcs-friendlinessJuan Linietsky
Greater VCS friendliness
2017-01-25Audio bus editing is COMPLETE!Juan Linietsky
2017-01-21WIP new AudioServer, with buses, effects, etc.Juan Linietsky
2017-01-20Merge pull request #7528 from tagcup/real_t_float_fixesJuan Linietsky
Use real_t rather than float or double in generic functions (core/mat…
2017-01-18Use property convention introduced in b085c4 (_ rather than / as separator).Ferenc Arn
Fixes #7476.
2017-01-16Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn
than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
2017-01-16Improve .tscn VCSPedro J. Estébanez
Serialize dictionaries adding newlines between key-value pairs Serialize group lists also with newlines in between Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders) Bonus: Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file. This PR is back-compat; won't break the load of existing files.
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-16Style: No break before list braceRémi Verschelde
clang-format does not handle that well *at all*. For the reference, found the relevant pieces of code with: `ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
2017-01-15Oops! Audio engine has vanished :DJuan Linietsky
2017-01-14no more errors related to missing GlobalConfig::Get (or so I hope)Juan Linietsky
2017-01-15Added Line2D node that draws a polygon-based lineMarc Gilleron
It supports unlimited width, color gradient, texture and some geometry options for joints and caps. Also transparency without artifacts (provided that line joints aren't too sharp).
2017-01-14Merge pull request #6519 from RandomShaper/enhance-tilesetJuan Linietsky
Add modulate (color) to TileSet tiles
2017-01-14removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky
added a check to detect this case in the future
2017-01-14Style: Fix whole-line commented codeRémi 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.
2017-01-14Finish renaming *Frame GUI classes to *RectRémi Verschelde
ReferenceFrame had been overlooked, and the cpp files still used the old names. Also ripgrep'ed it all to find some forgotten references.
2017-01-14rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky
String.get_basename()
2017-01-12Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10Few small fixes so tools=no and target=release compilesBastiaanOlij
2017-01-10Groundbreaking!! 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!
2017-01-09Add clamp and wrap loop modes for animation tracks.Juan Linietsky
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-05Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-04Merge pull request #7431 from MarianoGnu/gles3Juan Linietsky
Fix Color Picker
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
2017-01-03Begin modifying properties to make them more friendly to script and doc.Juan Linietsky
2017-01-02ObjectTypeDB 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()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-02Add a metallic modeJuan Linietsky
2017-01-01WIP particle systemJuan Linietsky
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
2017-01-01Welcome 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!
2016-12-24fixed a horrible bug on Windows AMD, scenes saved until now in this branchreduz
are no longer valid :(
2016-12-20work in progress global illuminationJuan Linietsky
2016-12-10DOF blur, near and far fields..Juan Linietsky
2016-12-08Multi stage glow with light bleeding from HDRJuan Linietsky