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2017-04-20Move VERSION_MKSTRING logic to version.hRémi Verschelde
Fixes a bug where the VERSION_PATCH define is not yet in scope if typedefs.h is included before version.h at compilation time. (cherry picked from commit 3b687c5474113b64f186388883ca85cdfe6523d4)
2017-04-20Merge pull request #8417 from neikeq/hello-thereRémi Verschelde
External editor improvements and fixes
2017-04-20Merge pull request #8376 from RayKoopa/fix_stylebox_expand_marginRémi Verschelde
Respect the expand margin for StyleBoxTextures again.
2017-04-18Added support for space indentationPaulb23
2017-04-17External editor improvements and fixesIgnacio Etcheverry
Notable changes: - Now ScriptLanguages have the option to override the global external editor setting. If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used. - Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`. - `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from. Fixes: - Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor. - Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit. - `Script::get_member_line()` now returns -1 ("found nothing") by default.
2017-04-14Merge pull request #8370 from volzhs/fix-stylebox-masterAndreas Haas
Fix editor style box for ToolButton
2017-04-14Merge pull request #8402 from neikeq/pr-fix-bindsAndreas Haas
PackedScene: Fix wrong DEFVAL
2017-04-14PackedScene: Fix wrong DEFVALIgnacio Etcheverry
2017-04-13Respect the expand margin for StyleBoTextures again.Ray Koopa
2017-04-12Fix editor style box for ToolButtonvolzhs
2017-04-10Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
2017-04-09-Fixed crash with splash screen on windowsJuan Linietsky
-properly show editor without having to resize window on windows
2017-04-09Merge pull request #8271 from MattUV/masterRémi Verschelde
Add methods to get and set bits of collision layers and masks for TileMaps (3.0)
2017-04-09Merge pull request #8321 from RandomShaper/zero-preprocess-particles2dRémi Verschelde
Allow zero preprocess time for Particles2D
2017-04-08Particle system is complete. Rejoice!Juan Linietsky
2017-04-09Particles2D: Fix flip property (again).Andreas Haas
should have flipped the dst_rect..
2017-04-08Allow zero preprocess time for Particles2DPedro J. Estébanez
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-07Merge pull request #8308 from RandomShaper/optimize-out-debug-n-non-toolsRémi Verschelde
Optimize-out some debug and/or non-tools methods
2017-04-07Fix build on older GCC versionsRémi Verschelde
Travis builds would fail with: ./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive]
2017-04-07Merge pull request #8304 from RandomShaper/reset-folded-on-reset-edit-childrenRémi Verschelde
Reset display folded for an instanced scene if editable children is toggled off
2017-04-07Add compatibility class for FixedSpatialMaterialRémi Verschelde
Fixes loading existing 3.0-alpha projects broken by 74808ac4d9176180dc7ecace99723edab8a73e0e.
2017-04-07Optimize-out some debug and/or non-tools methodsPedro J. Estébanez
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible. is_node_being_edited() already showed a similar optimization effort and has been adapted to this change. Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds. This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07Reset display folded for an instanced scene if editable children is toggled offPedro J. Estébanez
This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first.
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-04-06Add set/get_collision_layer/mask_bit() to TileMapsMattUV
Add four methods to the TileMap node to make collision layers and masks be modified bit by bit (like PhysicBody2Ds and RayCast2Ds: * set_collision_layer_bit() * set_collision_mask_bit() * get_collision_layer_bit() * get_collision_mask_bit() To comply with collision layers' renaming from https://github.com/godotengine/godot/issues/5696 , the method names are NOT set/get_layer_mask_bit()
2017-04-06Merge pull request #8296 from Hinsbart/normapmapRémi Verschelde
Fix typo in FixedSpatialMaterial [ci skip]
2017-04-06Fix typo in FixedSpatialMaterialAndreas Haas
NormapMap
2017-04-06Fix highlight typosupaiku
2017-04-05Fixer looping timer accumulation in _processRémi Verschelde
Follow-up to #8251.
2017-04-05Merge pull request #8259 from bojidar-bg/move-slide-wall-fixRémi Verschelde
Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
2017-04-05Merge pull request #8214 from tagcup/bounce_reflect_slideRémi Verschelde
Made slide and reflect active verbs acting on itself in Vector2 and V…
2017-04-04Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurableBojidar Marinov
Fixes #7313
2017-04-04Merge pull request #8251 from cynicaldevil/masterRémi Verschelde
Previous value of time_left is added to wait_time before assigning to time_left
2017-04-04Merge pull request #8248 from Hinsbart/fix_notify_renamesRémi Verschelde
Fix more property names in _change_notify calls.
2017-04-04Merge pull request #8244 from RandomShaper/improve-touch-buttonRémi Verschelde
Improve TouchScreenButton
2017-04-04previous value of time_left is added to wait_time before assigning to time_leftNikhil Shagrithaya
2017-04-03Fix more property names in _change_notify calls.Andreas Haas
2017-04-03Made slide and reflect active verbs acting on itself in Vector2 and Vector3.Ferenc Arn
This is in alignment with other functions in vector classes. Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs. Fixes #8201.
2017-04-03Improve TouchScreenButtonPedro J. Estébanez
Fix shape not being updated Add a way to hide the shape on editor and debug-with-visible-shapes Remove useless checks
2017-04-03Merge pull request #8211 from robertdhernandez/NinePatch-FixRémi Verschelde
[3.0] Fixed NinePatchRect/StyleBoxTexture incorrectly drawing AtlasTexture
2017-04-03Merge pull request #8146 from supagu/astarRémi Verschelde
Added ability to change A-star cost function
2017-04-03Merge pull request #8048 from ficoos/was_input_handledRémi Verschelde
Add the option to check if input was handled
2017-04-03Merge pull request #8219 from robertdhernandez/Node2D-Canvas-SyncAndreas Haas
Node2D/Control variables now update with canvas changes
2017-04-02Viewport: Fix undefined behaviour found by llvm sanitizer.Andreas Haas
When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()). This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
2017-04-01Fixed Node2D/Control not updating propertiesRobert Hernandez
2017-04-01Added ability to change A-star cost functionFabian Mathews
2017-03-31Add the option to check if input was handledSaggi Mizrahi
When working with a viewport you should call Viewport.input() to pass the input, but if the input was unhandled you might also want to call Viewport.unhandled_input() so that objects in the sub-scene can handle the event. This adds a way to check if the input was handled so that you know whether you should call Viewport.unhandled_input() or not. Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-03-31Fixed WindowDialog not aligning properlyRobert Hernandez
2017-03-30Fixed AtlasTexture being incorrectlyRobert Hernandez
Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an AtlasTexture.