Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-03-05 | Merge pull request #17262 from poke1024/fix-sprite-get-rects | Rémi Verschelde | |
Fix uninitialized data in Sprite::_get_rects() | |||
2018-03-04 | Fix uninitialized data in Sprite::_get_rects() | Bernhard Liebl | |
2018-03-02 | Fix more regressions in RichTextLabel from PR 15711 | Bernhard Liebl | |
2018-03-02 | Fix serialization of identifiers with non printable ASCII characters | Rémi Verschelde | |
Fixes #6888. | |||
2018-03-02 | Don't crash when trying to add an invalid navmesh | Hein-Pieter van Braam | |
It is possible to try to add an invalid object as a navmesh through GDScript which results in an engine crash. This creates a debug message that should help the user figure out what's wrong. | |||
2018-03-01 | Fix regression through fa98637acaab9135568bf0d43a65c9c96b59c32d | poke1024 | |
2018-03-01 | Viewport: Fix missing tooltips w/ disabled physics object picking | Rémi Verschelde | |
Previously this option seemed to be the sole responsible for enabling physics processing in Viewport, while several other features like tooltips and debugging collision hints rely on it. All this logic is moved to internal processing (it's incorrect to let it be affected by users disabling physics/idle processing), and disabling physics object picking no longer affects the internal physics processing. Fixes #17001. | |||
2018-02-28 | Fix various valgrind reported uninitialized variable uses | Hein-Pieter van Braam | |
2018-02-27 | Merge pull request #16656 from JFonS/fix_gradient_crash | Rémi Verschelde | |
Fix weird editor crash when switching from editing one gradient to another keeps 'grabbing' variable to true | |||
2018-02-25 | Add a split editor to polygon 2D UV editor, moving an inch closer to adding ↵ | Juan Linietsky | |
support for in the future | |||
2018-02-25 | Fix Line2D tile mode for non-square textures | Marc Gilleron | |
2018-02-24 | Merge pull request #16973 from JFonS/fix_initial_gizmo_visibility | Rémi Verschelde | |
Fix visibility of gizmos on scene load | |||
2018-02-24 | Fix visibility of gizmos on scene load | JFonS | |
2018-02-24 | Merge pull request #16932 from groud/fix_collision_shape_selection | Rémi Verschelde | |
Fixes collisions shape selection | |||
2018-02-24 | Merge pull request #16930 from PJB3005/18-02-22-styleboxtexture-texture | Rémi Verschelde | |
StyleBoxTexture: Texture instead of RES for texture and normal_map. | |||
2018-02-23 | Refactor version macros and fix related bugs | Rémi 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. | |||
2018-02-22 | Fixes collisions shape selection | Gilles Roudiere | |
2018-02-22 | StyleBoxTexture: Texture instead of RES for texture and normal_map. | Pieter-Jan Briers | |
2018-02-22 | Skeleton2D: Fix missing return value in comparator | Rémi Verschelde | |
2018-02-21 | 2D Skeletons WORK IN PROGRESS | Juan Linietsky | |
2018-02-21 | Fix typos with codespell | luz.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 ``` | |||
2018-02-21 | Fixed disappearing text on filedialog buttons | Max | |
2018-02-21 | Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. | Juan Linietsky | |
2018-02-21 | Merge pull request #16710 from YeldhamDev/filedialog_nothing_disabled | Rémi Verschelde | |
Fixed "Open" button being enabled when nothing is selected in a FileDialog while in "Open folder" mode | |||
2018-02-21 | Merge pull request #16756 from willnationsdev/shifted-rect-sprite | Rémi Verschelde | |
Simplify detection of Sprite clicks | |||
2018-02-21 | Merge pull request #16772 from damarindra/tileset_editor_improvement | Rémi Verschelde | |
Tileset Editor Improvement | |||
2018-02-21 | Added forgotten infinite_inertia to bindings | Andrea Catania | |
Related to this comment: https://github.com/godotengine/godot/pull/16757#discussion_r169470394 | |||
2018-02-20 | Tileset Editor Improvement | Damar Indra | |
2018-02-20 | Fixed "Open" button being enabled when nothing is selected in a FileDialog ↵ | Michael Alexsander Silva Dias | |
while in "Open folder" mode. | |||
2018-02-20 | Merge pull request #16757 from AndreaCatania/kinpush | Rémi Verschelde | |
Improved kinematic body, Now can move rigid body | |||
2018-02-20 | Improved kinematic body 2D and 3D, Now can move rigid body | Andrea Catania | |
2018-02-20 | Merge pull request #16718 from Chaosus/triplanarfix | Rémi Verschelde | |
Add refraction possibility when triplanar uv mode enabled | |||
2018-02-20 | Merge pull request #16455 from volzhs/close-docs | Rémi Verschelde | |
Keep to show current script when closing all docs | |||
2018-02-20 | Keep to show current script when closing all docs | volzhs | |
also fix error when removing multiple tabs from TabContainer at same frame. like closing multiple docs at once. Fix #16403 | |||
2018-02-19 | Expose Sprite._edit_get_rect for click rect access | Will Nations | |
2018-02-19 | Merge pull request #16530 from AndreaCatania/rays | Rémi Verschelde | |
Improved ray shape (2D and 3D) by addiing the possibility to act as r… | |||
2018-02-19 | Merge pull request #16652 from aragar/FixQuotationInString | Rémi Verschelde | |
Fix quotation in string | |||
2018-02-19 | Merge pull request #15306 from poke1024/item-list-draw-speed | Rémi Verschelde | |
Boost drawing speed of ItemLists with many items | |||
2018-02-19 | Merge pull request #15780 from volzhs/emoji | Rémi Verschelde | |
Support colored font | |||
2018-02-19 | Improve CollisionObject/CollisionObject2D warning message | Chris Bradfield | |
2018-02-19 | Merge pull request #16060 from sdfgeoff/apply_torque | Rémi Verschelde | |
Exposed apply_torque_impulse to gdscript | |||
2018-02-19 | Improved ray shape (2D and 3D) by addiing the possibility to act as regular ↵ | Andrea Catania | |
shape | |||
2018-02-19 | Fixes OptionButton selection index being reset to zero at instanciation | Alexander Alekseev | |
Bug: engine tries to set selected item before items were added during save scene/run project, because of wrong properties order. Fixes #10213. | |||
2018-02-19 | Merge pull request #16566 from groud/gui_input_rework | Rémi Verschelde | |
2D Editor GUI input rework | |||
2018-02-19 | Merge pull request #16822 from Noshyaar/timefmt | Rémi Verschelde | |
Fix timer second not zero padded when < 10 | |||
2018-02-19 | Fix timer second not zero padded when < 10 | Poommetee Ketson | |
Also RTR "Time Left:" | |||
2018-02-18 | Force controls to save rect_clip_content since they do not all default to false. | isaacremnant | |
2018-02-17 | Clean up some bad words from code comments | Artem Varaksa | |
2018-02-16 | 2D editor GUI input rework. Changes are: | Gilles Roudiere | |
- The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally | |||
2018-02-15 | Exposed apply_torque_impulse to gdscript and added documentation for added ↵ | sdfgeoff | |
apply_torque_impulse method |