Age | Commit message (Collapse) | Author |
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From https://github.com/lucasdemarchi/codespell
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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- 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
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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.
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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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!
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a lot more complete and usable now.
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general
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-shader editor plugin can edit shaders
-code completion in shader editor plugin
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
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Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
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Added additional token checks for the shader if..else.. statement.
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ensures that it finds the correct function to validate.
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issue #2791.
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Conflicts:
drivers/gles2/shader_compiler_gles2.cpp
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Conflicts:
drivers/gles2/shader_compiler_gles2.cpp
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custom vertex shader code. Bugfixes to shader graph code generation concerning xforms.
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-Added function to retrieve list of actions fron InputMap
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-=-=-=-=-=-=-=-=
-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
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-Fixes to screen space shaders.
-Fixes to isometric light demo.
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added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
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Conflicts:
modules/gdscript/gd_tokenizer.cpp
scene/resources/shader_graph.h
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Editing 2D shaders with visual editor seems to work now.
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-ability for shader to use parent shader and params, closes #1198
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there though.
Check for reference:
https://github.com/okamstudio/godot/wiki/shader
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fixed later.
-fixed issue of opacity not working
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-Working area is bigger now, solves #1148
-Using Position now works, fixes #1141
-RGB ops now work, fixes #1139
-Missing bindings to GraphEdit and GraphNode added
-Shader Graph Editor Shows errors on cyclic links and missing connections
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-=-=-=-=-=-=-=-=-
-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752
Please test!
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-=-=-
-Fixed normalmap depth parameter
-Fixes to DirAccess on Windows
-Double click on resource dock will open them
-Fixes to doc generator (should make github wiki on class list more up to date)
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-=-=-=-
-Fixed some DAE import & export bugs
-Changed Collada exporter to use the mesh loops API
-Added tangent export to Collada exporter
-Added triangulation option to Collada exporter
-Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful.
-Fixed some strange bug with kinematic bodies #776
-Fix release compilaiton issues #782
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- added #660, but need help on osx, help please I don't have a mac!
- fixed #667 and #668 (eol detection in comments)
- added #670 (hint when using method without () )
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-=-=-=-=-=-==
-Fix bug in camera follow script
-Fix negate operator not working in shader language
-Fix uninitialized pointer in raycast query API
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-=-=-=-=-=-
-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
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==========
-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
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