Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-01-14 | removed duplicated functions in class hierarchy that were bound more than once | Juan Linietsky | |
added a check to detect this case in the future | |||
2017-01-14 | Style: Fix whole-line commented code | Rémi 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. | |||
2017-01-14 | Renamed call_group to call_group_flags, made call_group without flags the ↵ | Juan Linietsky | |
default | |||
2017-01-14 | Finish renaming *Frame GUI classes to *Rect | Rémi Verschelde | |
ReferenceFrame had been overlooked, and the cpp files still used the old names. Also ripgrep'ed it all to find some forgotten references. | |||
2017-01-14 | rename String.extension() -> String.get_extension() / String.basename() -> ↵ | Juan Linietsky | |
String.get_basename() | |||
2017-01-13 | rename monitoring functions | Juan Linietsky | |
2017-01-13 | Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method ↵ | Juan Linietsky | |
naming | |||
2017-01-13 | renamed tween animationplayer scale functions to speed_scale | Juan Linietsky | |
2017-01-13 | Node name casing: fix mistake from previous commit | Rémi Verschelde | |
2017-01-13 | Reenable node name case setting + code cleanups | Rémi Verschelde | |
The method _generate_serial_child_name is indeed called relatively often in editor mode, but that commented out code chunk hardly adds to its slowness (and with the default setting, not at all). Also did various related code cleanups and simplifications. | |||
2017-01-13 | Tween: Rename times_in_sec (sic) param to duration | Rémi Verschelde | |
2017-01-13 | Renamed button functions to be more verboes, same with Range unit value -> ratio | Juan Linietsky | |
2017-01-13 | Created new Engine singleton, and moved engine related OS functions to it. | Juan Linietsky | |
2017-01-13 | Rename collision layer as suggested in #5696 | Juan Linietsky | |
2017-01-13 | New API for visibility in both CanvasItem and Spatial | Juan Linietsky | |
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience | |||
2017-01-12 | Must now register with set_transform_notify() to get ↵ | Juan Linietsky | |
NOTIFICATION_TRANSFORM_CHANGED | |||
2017-01-12 | some class renames | Juan Linietsky | |
TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect | |||
2017-01-12 | Project setting to control node name casing | Ray Koopa | |
(cherry picked from commit 87fd54b2f18928213021fef7f330d0c314cf7ac7) | |||
2017-01-12 | Unify naming of blendshape / morphtarget into just "Blend Shape" | Juan Linietsky | |
2017-01-12 | Added a list of signals to rename, this should become a header eventually | Juan Linietsky | |
2017-01-12 | Renamed most signals so they refer to: | Juan Linietsky | |
-An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc). | |||
2017-01-11 | Proper inheritance checking when requesting theem resources | Juan Linietsky | |
2017-01-11 | Added a BACK notification besides QUIT, so they go in separate channels. | Juan Linietsky | |
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
2017-01-10 | Merge pull request #7426 from m4nu3lf/bugfix/physics | Juan Linietsky | |
Fixed inertia tensor computation and center of mass | |||
2017-01-10 | Merge pull request #7438 from tagcup/matrix3_rotate_fix | Juan Linietsky | |
Fix the order in which additional transformations are applied | |||
2017-01-10 | It is now possible to name layers of different kinds! | Juan Linietsky | |
2017-01-10 | - _ready() callback only happens once now, if you want to receive it again, ↵ | Juan Linietsky | |
use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script. | |||
2017-01-10 | Merge pull request #7491 from BastiaanOlij/tools-no-fixes | Rémi Verschelde | |
Few small fixes so tools=no and target=release compiles | |||
2017-01-10 | Merge pull request #7482 from volzhs/modulate-color | Rémi Verschelde | |
Fix modulate property bind to Color | |||
2017-01-10 | Few small fixes so tools=no and target=release compiles | BastiaanOlij | |
2017-01-10 | Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵ | Juan Linietsky | |
container! | |||
2017-01-10 | Groundbreaking!! 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! | |||
2017-01-09 | -Translation text will change automatically for in-game buttons, labels, ↵ | Juan Linietsky | |
poups when translation is changed. -Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code -Sorry, editor will not update automatically because it uses a different translatio method. | |||
2017-01-09 | -All types have editable script now in properties | Juan Linietsky | |
-Changed clip to a property in Control which can be set by the user | |||
2017-01-09 | Fix modulate property bind to Color | volzhs | |
2017-01-09 | Add clamp and wrap loop modes for animation tracks. | Juan Linietsky | |
2017-01-09 | Fixed inertia tensor computation and center of mass | m4nu3lf | |
2017-01-08 | Variant INT and REAL are now 64 bits (other types remain at 32) | Juan Linietsky | |
2017-01-08 | -removed stop mouse and ignore mouse from control, which were confusing, ↵ | Juan Linietsky | |
replaced by mouse filter | |||
2017-01-08 | Removed ratio anchoring (will have to fix multiple 3D views later..) | Juan Linietsky | |
2017-01-08 | Swapped expand and fill flag bits, so scenes don't save this property by default | Juan Linietsky | |
2017-01-08 | PopupMenu now emits both index_pressed and id_pressed instead of ↵ | Juan Linietsky | |
item_pressed, closes #3188 | |||
2017-01-08 | Renamed finished to animation_finished, also passes the animation name when ↵ | Juan Linietsky | |
finished | |||
2017-01-08 | Removed the "released" signal from button, it's pointless now that ↵ | Juan Linietsky | |
button_down and button_up exist. | |||
2017-01-08 | renamed joystick to joypad everywhere around source code! | Juan Linietsky | |
2017-01-08 | renamed _input_event for GUI events to _gui_input, so it's more ↵ | Juan Linietsky | |
differentiated than generalized _input | |||
2017-01-08 | Fix the order in which additional transformations are applied in Matrix3 and ↵ | Ferenc Arn | |
Transform. This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too. Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion. Also replaced the few instances of float with real_t in Matrix3 and Transform. Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition. Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler). | |||
2017-01-08 | removed unnecesary modulate funtions, which were superseded by self_modulate | Juan Linietsky | |
2017-01-08 | Fix code completion for new getnode syntax | Juan Linietsky | |