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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
2017-01-10It is now possible to name layers of different kinds!Juan Linietsky
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.
2017-01-10FileSystemDock: Collapse folders by default, add context menu with "Expand ↵lonesurvivor
all" / "Collapse all" option.
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 #7471 from djrm/iconsJuan Linietsky
Added missing node icons, plus some icon changes
2017-01-09Merge pull request #7458 from bojidar-bg/right-click-menuRémi Verschelde
Fix #7455 - script text editor's right click menu being weird
2017-01-09Added resources iconsDaniel J. Ramirez
2017-01-08Added missing node icons, plus some icon changesDaniel J. Ramirez
2017-01-09Add clamp and wrap loop modes for animation tracks.Juan Linietsky
2017-01-08Moved JSON functions to built-in to_json, parse_json, validate_jsonJuan Linietsky
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
2017-01-08Finish replacement of joystick by joypadRémi Verschelde
Some parts were forgotten in 547a577.
2017-01-08Made Variant::NIL printable as "Null". Please everyone be on the lookout of ↵Juan Linietsky
bugs related to assigning an empty variant to a string, and expecting it to be not empty!
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
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).
2017-01-08i18n: Sync templates with current codeRémi Verschelde
2017-01-08i18n: Sync translations with WeblateRémi Verschelde
Bengali and Turkish now 100% complete!
2017-01-08Fix code completion for new getnode syntaxJuan Linietsky
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 branch 'master' of https://github.com/godotengine/godotJuan Linietsky
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 #7364 from ↵Rémi Verschelde
guilhermefelipecgs/fix_bottom_panel_visibility_on_play Fix bottom panel visibility on play
2017-01-02Merge pull request #7401 from Zylann/bucket_fill_previewRémi Verschelde
Bucket fill preview
2017-01-02Merge pull request #7382 from volzhs/fix-visibilityRémi Verschelde
Able to change visibility when ancestor node is hidden
2017-01-02Exposing edit_resource method of EditorNode in the EditorPlugin (#7355)Bruno Ortiz
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
2016-12-28Show visual notice for visibility on Scene Dockvolzhs
2016-12-28Able to change visibility when ancestor node is hiddenvolzhs
2016-12-24Add new option to always open output on playGuilherme Felipe
2016-12-24Fix visibility of bottom panel when start playingGuilherme Felipe
2016-12-23Merge pull request #7347 from bebae/masterRémi Verschelde
Allows to start the scene with custom arguments within the editor