Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-02-12 | Merge pull request #7352 from Zylann/polyline | Rémi Verschelde | |
Polyline | |||
2017-02-12 | Merge pull request #7757 from volzhs/save-debug-options | Rémi Verschelde | |
Save and restore debug options for each project | |||
2017-02-12 | Merge pull request #7740 from magyar123/master | Rémi Verschelde | |
Add editor option for closing the output when stopping the game. | |||
2017-02-08 | Save and restore debug options | volzhs | |
2017-02-06 | Add editor option for automatically closing the output when stopping the game. | mbalint12 | |
2017-02-06 | Several bugfixes, improving the import workflow | Juan Linietsky | |
2017-02-04 | completed scene importing (I hope?) | Juan Linietsky | |
2017-02-04 | Scene import more or less working, needs some missing features. | Juan Linietsky | |
2017-02-03 | OBJ file importing! | Juan Linietsky | |
2017-02-02 | wav file importing! | Juan Linietsky | |
2017-02-01 | CSV translation import plugin | Juan Linietsky | |
2017-02-01 | Lot of work in new importer, importing textures now works. | Juan Linietsky | |
2017-01-25 | Removed import/export system, will start new one from scratch. | Juan Linietsky | |
2017-01-25 | Merge pull request #7642 from guilhermefelipecgs/add_category | Rémi Verschelde | |
Add run/output category [ci skip] | |||
2017-01-25 | Audio bus editing is COMPLETE! | Juan Linietsky | |
2017-01-25 | Add run/output category | Guilherme Felipe | |
2017-01-25 | Include filesystem dock split offset in editor layouts | Pedro J. Estébanez | |
Cherry-picked from 2ac89f65403c606ad9a3cdf65e591cb375faf024 | |||
2017-01-23 | Ability to delete, drag and drop audio buses! | Juan Linietsky | |
2017-01-21 | WIP new AudioServer, with buses, effects, etc. | Juan Linietsky | |
2017-01-21 | Remove Quick Filter Files and fix FS search hotkey | Rémi Verschelde | |
The new Quick Filter Files behaviour since 8b47e26 had not been implemented, so this implements it and makes it an editor hotkey instead of a menu entry. Fixes #7582. | |||
2017-01-16 | Style: Various fixes to play nice with clang-format | Rémi Verschelde | |
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-16 | Style: Cleanups, added headers, renamed files | Rémi Verschelde | |
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). | |||
2017-01-15 | Oops! Audio engine has vanished :D | Juan Linietsky | |
2017-01-15 | Add a API to add/remove items to the "Tools" menu | Franklin Sobrinho | |
2017-01-15 | Added Line2D node that draws a polygon-based line | Marc Gilleron | |
It supports unlimited width, color gradient, texture and some geometry options for joints and caps. Also transparency without artifacts (provided that line joints aren't too sharp). | |||
2017-01-14 | removed duplicated functions in class hierarchy that were bound more than once | Juan Linietsky | |
added a check to detect this case in the future | |||
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
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. | |||
2017-01-14 | rename String.extension() -> String.get_extension() / String.basename() -> ↵ | Juan Linietsky | |
String.get_basename() | |||
2017-01-13 | Created new Engine singleton, and moved engine related OS functions to it. | Juan Linietsky | |
2017-01-13 | New API for visibility in both CanvasItem and Spatial | Juan Linietsky | |
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience | |||
2017-01-12 | some class renames | Juan Linietsky | |
TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect | |||
2017-01-12 | Renamed most signals so they refer to: | Juan Linietsky | |
-An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc). | |||
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
2017-01-10 | Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵ | Juan Linietsky | |
container! | |||
2017-01-10 | Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵ | Juan Linietsky | |
being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete! | |||
2017-01-08 | -removed stop mouse and ignore mouse from control, which were confusing, ↵ | Juan Linietsky | |
replaced by mouse filter | |||
2017-01-08 | Removed ratio anchoring (will have to fix multiple 3D views later..) | Juan Linietsky | |
2017-01-08 | PopupMenu now emits both index_pressed and id_pressed instead of ↵ | Juan Linietsky | |
item_pressed, closes #3188 | |||
2017-01-08 | renamed _input_event for GUI events to _gui_input, so it's more ↵ | Juan Linietsky | |
differentiated than generalized _input | |||
2017-01-05 | Editor settings categories are now tidy and beautiful! | Juan Linietsky | |
2017-01-05 | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | |
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available | |||
2017-01-04 | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky | |
-Modified help to display properties GDScript can still not make use of them, though. | |||
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | |
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() | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-02 | Merge pull request #7364 from ↵ | Rémi Verschelde | |
guilhermefelipecgs/fix_bottom_panel_visibility_on_play Fix bottom panel visibility on play | |||
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde | |
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! | |||
2016-12-24 | Add new option to always open output on play | Guilherme Felipe | |
2016-12-23 | Merge pull request #7347 from bebae/master | Rémi Verschelde | |
Allows to start the scene with custom arguments within the editor |