| Age | Commit message (Collapse) | Author |
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This works if the property has been documented (about half are at this point)
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..but 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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(show always, show never, show active tab only, show hover). Set the scene tabs in editor to follow the hover policy.
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Clear output console (Button + clear on Play)
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-It is now really easy to deploy an android build with debug, and debug it
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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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-properly completes text arguments
-includes the "/root" autoloads
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added GDscript bidings for UndoRedo class
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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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- registered UndoRedo
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-ability to make dock position configurable, and it gets saved
-editor starts maximized default
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Replace color phases with color ramp for Particles2D. (need some review/guidance)
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-add tab support to richtextlabel
-some click fixes to audio stream resampled
-ability to import largetextures (dialog)
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-same-value link keys
-new layout
-forward, backwards playback
-integrated curve/property editor
-auto increment sprite frame after insert
-copy & paste animation resoucres
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added API to get scancode names to OS
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Updating demo engine.cfgs where name is missing
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There was a request for a separator between Open Scene and Save Scene to avoid accidental mis-clicks. So here's that!
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-Proper ability to edit BBCode in RTL.
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-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
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(can' t build android atm)
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allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
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Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
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-Added Navigation & NavigationPolygon nodes
-Added corresponding visual editor
-New pathfinding algorithm is modern and fast!
-Similar API to 3D Pathfinding (more coherent)
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Added the ability to add and remove editor import plugins.
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create centered Popups.
This is the function used by all the built-in import plugins. Without this, the only alternative is to add it to the EditorNode itself which messes up auto-centering and sizing.
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Changed the "Start the scene (F5)." tooltip to say "Play the project (F5)."
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