Age | Commit message (Collapse) | Author |
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FileSystem
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ReferenceFrame had been overlooked, and the cpp files still used the old
names. Also ripgrep'ed it all to find some forgotten references.
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TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
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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!
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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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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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script wizard.
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This one has an ordered list, built-in description, search, etc.
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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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-filesystem dock dnd support
-property list dnd support
-scene tree dnd support
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Rebase of #453
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the script, closes #2128
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-remove ".." from file dialog when opening res://, fixes #2994
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- Add search bar to Inspector tab and to Project and Editor settings dialog
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# Solved Conflicts:
# tools/editor/property_editor.cpp
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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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# Solved Conflicts:
# tools/editor/property_editor.cpp
# tools/editor/property_editor.h
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Do not merge these changes, default values are not compiled into shaders yet!
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This works if the property has been documented (about half are at this point)
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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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-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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-when playing animations, property editor is now refreshed properly, fixes #1046
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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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-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
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to change value right away.
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