Age | Commit message (Collapse) | Author |
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Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
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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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visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
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container!
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differentiated than generalized _input
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-Modified help to display properties
GDScript can still not make use of them, though.
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Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
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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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-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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documentation more clearly and also make it easier to bind to C#
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EditorHelpBit
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Add it to the following searches:
- Create node.
- Scene tree.
- Inspector properties.
- Classes list in help.
- Quick open.
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-DynamicFont uses Freetype by default
-Editor fonts are now scalable thanks to this
-Cleaned up documentation browser and added fonts for this
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Done to ensure that no important identifiers are translatable,
to fix compound strings using the new vformat() function, and
some general English proofreading here and there.
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Added search box in Class List dialog (Script Editor)
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Not all APIs are provided yet, please request whathever you are missing.
Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings.
Have fun!
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It allows to define a multiline space-indented code block that will be properly parsed by the reST converter for the online docs.
The in-editor help understand the [codeblock] tag as it supposedly understand [code] already (i.e. it just seems to discard it, though the code was supposed to switch it to a monospace font, but that's likely another issue.
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-Made help more readable, closes #2851
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Put 2D, 3D and Script editor table indexes in enum
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To avoid invalid index out of bounds mistakes.
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Fix bugs caused by merged Script and Help tabs
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-fixed theora so it can compile theoralib but not theora
-fixed generation of windows icon in .rc, which didn't previously work in 32 bits
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-Help tabs can be opened many at the same time
-Color temperatures for opened scripts
-Dominant script opening when switching scene tab
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#2393 (text spacing and top/left padding for the text area, respectively).
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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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This fixes issue #332 by using the "text_editor/background_color" editor
setting as background color for the EditorHelp.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
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