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2017-01-12Fix current script background colorPaulb23
2017-01-12Renamed 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).
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10Merge pull request #7445 from tagcup/2d_math_fixesJuan Linietsky
Various corrections in 2D math.
2017-01-10Merge pull request #7438 from tagcup/matrix3_rotate_fixJuan Linietsky
Fix the order in which additional transformations are applied
2017-01-10Various corrections in 2D math.Ferenc Arn
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly. Affected code in the Godot code base is also fixed in this commit. The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
2017-01-10Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky
container!
2017-01-10Groundbreaking!! 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!
2017-01-09-All types have editable script now in propertiesJuan Linietsky
-Changed clip to a property in Control which can be set by the user
2017-01-09Merge pull request #7458 from bojidar-bg/right-click-menuRémi Verschelde
Fix #7455 - script text editor's right click menu being weird
2017-01-08-removed stop mouse and ignore mouse from control, which were confusing, ↵Juan Linietsky
replaced by mouse filter
2017-01-08Removed ratio anchoring (will have to fix multiple 3D views later..)Juan Linietsky
2017-01-08PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky
item_pressed, closes #3188
2017-01-08renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky
differentiated than generalized _input
2017-01-08Fix the order in which additional transformations are applied in Matrix3 and ↵Ferenc Arn
Transform. This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too. Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion. Also replaced the few instances of float with real_t in Matrix3 and Transform. Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition. Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-07Fix #7455 - script text editor's right click menu being weirdBojidar Marinov
2017-01-05Editor 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-GDScript support for accessing properties directlyJuan Linietsky
-Added code lookup and code completion support for properties too
2017-01-04Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
2017-01-03Use right handed coordinate system for rotation matrices and quaternions. ↵Ferenc Arn
Also fixes Euler angles (XYZ convention, which is used as default by Blender). Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly. This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
2017-01-03Begin modifying properties to make them more friendly to script and doc.Juan Linietsky
2017-01-02ObjectTypeDB 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()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-02Merge pull request #7401 from Zylann/bucket_fill_previewRémi Verschelde
Bucket fill preview
2017-01-01WIP particle systemJuan Linietsky
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
2017-01-01Welcome 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!
2016-12-31Added option to toggle bucket fill previewMarc Gilleron
2016-12-31Added bucket fill previewMarc Gilleron
2016-12-23put some limits to max ubo sizes to avoid crashesJuan Linietsky
2016-12-23baking now shows a proper button, and bakes can be saved.Juan Linietsky
2016-12-03TextureRegionEditor: Fix mouse wheel scroll speed.Andreas Haas
Any given mouse wheel input will generate two InputEvents in godot. The zoom methods here acted on both ones, effectively giving a step value of 4 instead of 2. Fixes #7236
2016-11-27Fix snap mode selector sticking in texture region moduleDmitry Kram
When changing snap mode in texture region plugin ticks was not updating. Issue fixed changing order of setting checked status and setting snap mode.
2016-11-24Blend shapes using transform feedback (GPU)Juan Linietsky
2016-11-22Instancing is working! (hooray)Juan Linietsky
2016-11-14Added snapping to 3D path handles to bring it in line with its 2D counterpartBen Hickling
2016-11-12Prevent to select children if selection lock or instanced scenevolzhs
Fix #7086
2016-11-09all light types and shadows are working, pending a lot of clean-upJuan Linietsky
2016-11-06Made background and symbol color follow the color APIPaulb23
2016-11-01style: Fix PEP8 whitespace issues in Python filesRémi Verschelde
Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
2016-10-31Fix memory leak with drag & drop on 2D viewportvolzhs
2016-10-31Fix p_index out of size error when closing scriptvolzhs
2016-10-31Fix 2 search menus are shownvolzhs
2016-10-29-Many many fixesJuan Linietsky
-Gizmos work again
2016-10-27PBR more or less working, still working on bringing gizmos backJuan Linietsky
2016-10-26Improve drag and drop on 2D viewportvolzhs
2016-10-22Prevent unwanted script editor input on game crashHenrique Lacreta Alves
Fixes #6530.
2016-10-19Everything returning to normal in 3D, still a long way to goJuan Linietsky
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only