Age | Commit message (Collapse) | Author |
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added icons to contextual scene tree menu
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-Merged fileserver & deploy dumb clients option
-Live Script Reloading can now happen automatically on script save
-Changed Live to Mirror term to differentiate from Unity and Unreal, as
what Godot does is not the same thing.
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Added fullscreen and distraction free modes
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-Implemented HiDPI detection and support for Godot Editor!
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-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
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-Also fixed draw_texture_rect() tile parameter
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It is now possible to profile GDScript as well as some parts of Godot
internals.
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-Added context menu to Scene Tree Dock
-Removed Buttons
-Added a filter to search for nods more easily in the dock
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-filesystem dock dnd support
-property list dnd support
-scene tree dnd support
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object type.
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-Made asset sharing support https
-Many fixes to HTTPRequest
-Added an asset installer dialog
-Visual cleanups to asset sharing tab
-Fixed some issues in ScrollContainer, hope it does not break things
-Asset sharing tab is not visible (hidden on purpose) for now.
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Also renames `add_control_to_bottom_dock` to
`add_control_to_bottom_panel` so that it would be clear that the
removal functions are different too.
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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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-Added a bottom menu list
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Moved subscene creation from scene menu to an icon on the scene dock
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-Scene edit state is saved outside the scene now, to avoid changes .tscn files when nothing really changed
-Created a VariantWriter helper to unify all variant to text writing
-Moved SceneFormatText writing to VariantWriter
-Moved ConfigFile to use VariantWriter and VariantParser, added compatibility mode for old .cfg files that use engine.cfg format
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-Fix potential deadlock in stream player
-Fix collada to support broken files from ColladaMaya
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(it's clevery done so local changes to scenes are kept even if unsaved)
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Editor layouts menu
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Based on @Fiona's PR #2220.
The previous "subscene" concept is also renamed to "new scene", as those subscene are just like regular scenes.
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To avoid invalid index out of bounds mistakes.
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- Add search bar to Inspector tab and to Project and Editor settings dialog
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Tab close button + display policies + application on Scenes Tabs
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-Ability to edit and keep changes of instanced scenes and sub-scenes
-Ability to inherit from other scenes
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
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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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-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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