Age | Commit message (Collapse) | Author |
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See the comment from @MartiniMoe at #2366.
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0, closes #2492
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
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Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.
Have Fun!
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-Better template handling
-Voice support
-Stream support
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-Fixes long-standing issues regarding to playing a single stream multiple times simultanteously
-Fixes wrong-looping, starting, caching, etc. Issues resulting from bad original design
-Allows more interesting kinds of streams (stream graphs with streams inside streams!) in the future
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-ask user for track to call nodes when adding call track
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-icons to show node menus
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-removed an error being printed often unnecesarly about missing child
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-ability to drag spinboxes and tree ranges to change values, like in Unity or Unreal
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but this is easier)
Will you be brave enough to try it? :)
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This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools.
If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :)
Summary of Changes
-New Filesystem dock, with filesystem & tree view modes.
-New refactoring tools, to change or fix dependencies.
-Quick search dialog, to quickly search any file
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Bitmask editor and some CanvasItem documentation.
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removing node in live debugging fixed
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1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
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and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
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-calltip dissapears with more types of keypresses or when pressing ')'
-properly looks into autoloaded scripts or nodes with another script for
script functions/variables/etc.
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-properly completes text arguments
-includes the "/root" autoloads
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COPY_MODE_DISALED -> COPY_MODE_DISABLED
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set initial flag 'show_hidden_files' for file dialogs in project manager initialization
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ColorRamp new features
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add bind method for create_from_fnt (load fnt made by BMFont)
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-ability to edit multiple scenes at the same time
-resource internal IDs are now persistent, this makes multiple scene
editing possible but maaaaay result in file corruption bugs (tested and
could not find anything but possibility exists because core code
changed, report immediately if you find this).
-properly save settings, layout, etc when edited
-script editing is independent from scene editing now
-show a yellow box when a script belongs to the scene
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-ability to make dock position configurable, and it gets saved
-editor starts maximized default
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ortho camera sort fix, closes #2063
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color in ColorRamp
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- hold alt and left-click to duplicate color
- hold shift while grabbing color node to snap selected one to the nearest one if close enough
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