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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String.get_basename()
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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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TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
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container!
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renamed to PoolVector
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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
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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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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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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
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Part of #5272
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- crashes at Project Export Settings > Preview Atlas
- error message when export project
```
ERROR: EditorImportExport::get_import_plugin_by_name: Condition ' !by_idx.has(p_string) ' is true. returned: Ref<EditorImportPlugin>()
At: tools\editor\editor_import_export.cpp:1548
```
it is caused by https://github.com/godotengine/godot/commit/8be2fabbe5cd846bac5e5a38e55f3fb70e73f2da#diff-67a74bd708380c6b3baa717bb178dd47R802
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also improved Russian localization.
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Mostly removing commented out strings, plus a few critical ones
that should not be translated.
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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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fixes #3653
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process. Keeping old version just in case for now.
-Added ability to convert xml and tscn scenes to binary on export, makes loading of larger scenes faster
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Now you the errors when exporting via godot server binary.
When exporting via non-headless godot, it is useful to have the error
on the console as well.
Also exit and print a list of valid export platforms when
the supplied platform was not found.
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Improve export validation
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-support for converting samples to ima-adpcm upon export
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quality on non-po2 resizing)
-Added ability for exporter to shrink images to non-integer values. Helps if you want to convert your game artwork from 1080->720 or similar
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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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-ItemList control for easier lists/thumbnails
-New file dialog, with support for thumbnails, favorites, recent places,
etc
-Moved .fscache out of the project, no more bugs due to committed/pulled
.fscache!
-Dir dialog now sorts directories
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-Added function to retrieve list of actions fron InputMap
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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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1.click group item doe's not refresh group_images
2.Switch to Atlas mode that preview button doe's not shown
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-=-=-=-=-=-=-=-=-=-=
Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.
Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
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