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2014-05-14A bit of everything:Juan Linietsky
-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.
2014-05-13User can use '.METHOD' or 'METHOD(' to seach exact method in Search Classes ↵marynate
dialog
2014-05-13Make String::right count from pos instead of pos+1marynate
2014-05-11Merge pull request #392 from marynate/PR-delete-without-confirmreduz
Shift+Del to delete nodes without confirmation
2014-05-10Change key move behavior of canvas item editor to ignore zoom level; Addmarynate
alt + arrow key as local base move mode; Control + arrow key as local + rotation move mode
2014-05-10Shift+Del to delete nodes without confirmationmarynate
2014-05-09Make visibility icon always last to display in scene treemarynate
2014-05-08Merge pull request #383 from sanikoyes/hotfix-Crash-In-Editorreduz
Fix crash in editor when open new scene in editing
2014-05-08Fix crash in editor when open new scene in editingsanikoyes
resources_dock->cleanup(); // This will delete GDScript instance (if property_editor->obj is scene's GDScript instance, editor will crash)
2014-05-08Add lock and group icon to scene tree editormarynate
2014-05-07remove degud outputjonyrock
2014-05-07call during autocompletionjonyrock
2014-05-06Merge pull request #375 from marynate/PR-2d-editor-F-keyreduz
Add F and CMD+F hot key for center/frame selected node(s) in 2d editor
2014-05-06Press F key in 2d editor to center view to selected nodemarynate
Press Ctrl+F to frame selected nodes in 2d editor Change Frame Selection hotkey in 2d editor from Ctrl to CMD for Mac compatability
2014-05-06Add auto code completion (without press Ctrl+Space manually)marynate
Disalbe auto code completion even there's only one option Hide auto-completion if only one completion option and it's been typed Support use tab key to accept code completion option
2014-05-06Implement Shift+F1 as contextual help hotkey for script editor; There'smarynate
one bug that when jump to help tab first time, the scroll position is wrong.
2014-05-06Update EditorHelp to response help request other than class; Make sure ↵marynate
EditorHelpSearch dialog popup with search results
2014-05-06EditorNode consume F1 key only when Shift or Command key not pressed at the ↵marynate
same time
2014-05-06Start working on script editor helpmarynate
2014-05-04Another small fixJuan Linietsky
2014-05-04Lots of 3D improvements:Juan Linietsky
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too). -Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed. -Manipulator gizmos are different for edited object and other objects. -Properly highlight manipulator gizmo handles when hovered. -Fixed bugs in fragment program when using more than 1 light together. -Reload png/jpg files automatically in editor if edited externally. -Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios -Added PCF13 to improve smoothness of shadow borders -General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM. -Fixed normal mapping when importing DAE files, works nicely now.
2014-05-01Merge remote-tracking branch 'upstream/master' into pair_symbols_tooljonyrock
2014-05-01Sort projects by last modified/accessed date in project managermarynate
2014-05-01setted font bug fixjonyrock
2014-04-30EDITOR_DEF in the right placejonyrock
2014-04-28Merge pull request #318 from adolson/scene-snap-settings-savereduz
2D scene snap settings save
2014-04-28#331 settings menu option title fix oopsjonyrock
2014-04-28#331 settings menu option title fixjonyrock
2014-04-27pair symbols tool basic impjonyrock
2014-04-23stops running process when quitting editorDana Olson
I noticed a bug where I could close Godot while I was running a project. If the program was left running and then ran into an error, or if an error was caught by the debugger and then I quit Godot, I could no longer close the running project without manually killing it. This fixes that problem by essentially hitting the Stop button automatically just prior to quitting the editor.
2014-04-23use Snap / Snap (Pixels) now save to scene fileDana Olson
Previously, only Use Pixel Snap would save to the scene. Tested and working for me, on Linux.
2014-04-22Merge pull request #272 from adolson/patch-1reduz
editor window title improvements
2014-04-19Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
2014-04-19heckJuan Linietsky
2014-04-18-Revert change that broke pathsJuan Linietsky
2014-04-14-Added google play services (needed for some stuff)Juan Linietsky
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
2014-04-10-Fixed a few bugs in ViewportJuan Linietsky
-Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
2014-04-09editor window title improvementsadolson
Shows the project name in the window title (good to differentiate multiple instances of Godot with different projects loaded). Clears the previous scene name from the window title when creating a new scene.
2014-04-05-Support for changing fontsJuan Linietsky
-Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
2014-04-05Merge pull request #230 from hiltonm/hotfix-ignore-doc-data-compressedreduz
Ignore auto-generated doc_data_compressed.h
2014-04-05Merge pull request #237 from marynate/PR-maya-navreduz
Maya and modo style navigation
2014-04-05Merge pull request #241 from marynate/PR-viewport-hotkeyreduz
Add Viewport Hotkeys / Toggle maximize viewport
2014-04-05Merge pull request #247 from marynate/PR-path-editor-uireduz
Path Editor UI Improvment
2014-04-03Make secondary handle 50% transparent in Path editor to distinguish frommarynate
main handle; Add close curve icon in Path editor UI; Fixed mixed EOL
2014-04-03Add close curve icon source imagemarynate
2014-04-03Add close curve iconmarynate
2014-04-03Move point in Path2D edtitor now respect snap configure; Press Alt whenmarynate
moving point to activate view base snapping; Path2D editor inherits from HBoxContainer now"
2014-04-03Use shift for control point in Paht2D editor (to be consistent with Path editor)marynate
2014-04-03Fixed delete path2d node will crash editormarynate
2014-04-03Fix #244 no path2d handles visiblemarynate