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2018-02-19Merge pull request #16751 from AndreaCatania/moreAPIsRémi Verschelde
Added Physics state APIs
2018-02-19Merge pull request #16794 from Chaosus/new_shader_funcsRémi Verschelde
Adds some missing shader built-in functions
2018-02-19Merge pull request #16803 from lethiandev/fix-remove-shape2dRémi Verschelde
Fix 2d collision body update on shape remove
2018-02-19Readd VS.sync and VS.draw to keep compatibilityRémi Verschelde
Those are deprecated as VS.force_sync and VS.force_draw do the same and more explicitly, but we cannot remove them without marking them as deprecated before that. Fixes issue introduced in #15892.
2018-02-18Fix 2d collision body update on shape removeKonrad Nowakowski
2018-02-18Added missing shader functionsChaosus
2018-02-17Clean up some bad words from code commentsArtem Varaksa
2018-02-16Added Physics state APIsAndrea Catania
2018-02-14Merge pull request #15892 from Zylann/add_missing_vs_bindingsRémi Verschelde
Added all missing VisualServer bindings
2018-02-14Merge pull request #16408 from Calinou/remove-debugging-printsRémi Verschelde
Remove a few debugging prints
2018-02-05Added physics API in order to enable/disable collisions between rigidbody ↵Andrea Catania
attached to a joint with bullet physics bullet Fixes #16424
2018-02-05Remove a few debugging printsHugo Locurcio
2018-02-01Fix inconsistencies and typos in argument namesPaolo Perkovic
2018-02-01Merge pull request #15254 from mrcdk/pitch_scaleRémi Verschelde
Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
2018-01-31AudioEffectReverb: max predelay_feedback to 0.98Poommetee Ketson
2018-01-30Merge pull request #15980 from mrcdk/audio_stream_get_lengthRémi Verschelde
Expose audio streams get_length()
2018-01-25Fix VisualServer.free conflicting with Object.freeMarc Gilleron
2018-01-22Expose audio streams get_length()MrCdK
2018-01-20Added all missing VisualServer bindingsMarc Gilleron
- Added bindings for multimesh, immediate, skeleton, light, reflection probe, gi probe, lightmap, particles, camera, environment, scenario, instance - Removed draw and sync, were duplicates of force_* equivalents - Bumped binders max arguments from 11 to 13 - Wrote some wrappers as not all methods were variant-friendly
2018-01-18improves portability with some compilersAriel Manzur
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18Fix wrong viewport transparent-bgbinbitten
2018-01-12modify default param names in couple of signalsUnknown
'name' default param should not be used since there is problem with name shadowing
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
2018-01-06Properly dispose of instance capture data, fixes #14795Juan Linietsky
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-04Fix macOS and other builds after #15299Duy-Nguyen TA
Commit ammended by @akien-mga to fix more platforms.
2018-01-04Merge pull request #15251 from binbitten/fix-assign-vardeclRémi Verschelde
Fix premature declaration of shader variables created with assignment
2018-01-03found via cppcheck:firefly2442
remove code that will never run make definition and declaration names for parameters match change floats that were being set to bool values remove pointer that is never used
2018-01-04Merge pull request #15191 from Jerome67000/z_renamingRémi Verschelde
renames "z" Node2D property to "z_index"
2018-01-03Fix broken Info.plist after copyright updateRazah
Fixes #15293. + related misc fixes by @akien-mga.
2018-01-03#15078 renamed "z" -> "z_index" property in Node2DJerome67000
2018-01-03Fix premature declaration of shader variables created with assignmentbinbitten
2018-01-01Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and ↵MrCdK
AudioStreamPlayer3D
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-01-01Merge pull request #15153 from poke1024/fix12112Noshyaar
Delete AudioServer buses after driver shutdown
2017-12-29Fixed wrong highlighted line when erroring and using single-line comments, ↵binbitten
fixes #15167
2017-12-29Delete AudioServer buses after driver shutdownBernhard Liebl
2017-12-27Merge pull request #14971 from mrcdk/particles_emittingNoshyaar
Set particles emitting to false when particles finish emitting with one-shot enabled
2017-12-27Merge pull request #14996 from neikeq/enums-monoNoshyaar
Mono: Make the bindings generator output enums
2017-12-26Fix sidedness check in material. Also remove SIDE built-in.Juan Linietsky
2017-12-24Mono: Make the bindings generator output enumsIgnacio Etcheverry
- Switch to PascalCase for constants names
2017-12-23Set particles emitting to false when particles finish emitting with one-shot ↵MrCdK
enabled
2017-12-23Merge pull request #14897 from BastiaanOlij/arvr_tweaksRémi Verschelde
Few small tweaks for ARVR
2017-12-22Reserved controller ids 1 and 2 for left and right hand controllers and ↵Bastiaan Olij
added new center on hmd option
2017-12-20Properly silence buffer while not in use, fixes #14866Juan Linietsky
2017-12-18Don't try to mix a sample that has already endedHein-Pieter van Braam
On short samples the sample may finish playing before the mixer is done. This fills the remaining time with zeros and ends mixing. This fixes the users getting the following error logged: ::_mix_internal: Condition ' !active ' is true.
2017-12-17Cleanup some #if 0'd codeRémi Verschelde
2017-12-17Shader Language: Add in-for declared variables within for-block scope.Enzo Nocera
2017-12-16Add epic hack so vsync can be toggled in run-time from script. Fixes #14458.Juan Linietsky
Call needs to be routed via visual server to reach the proper thread.