Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-01-08 | PopupMenu now emits both index_pressed and id_pressed instead of ↵ | Juan Linietsky | |
item_pressed, closes #3188 | |||
2017-01-08 | Finish replacement of joystick by joypad | Rémi Verschelde | |
Some parts were forgotten in 547a577. | |||
2017-01-08 | Made 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! | |||
2017-01-08 | renamed joystick to joypad everywhere around source code! | Juan Linietsky | |
2017-01-08 | renamed _input_event for GUI events to _gui_input, so it's more ↵ | Juan Linietsky | |
differentiated than generalized _input | |||
2017-01-08 | i18n: Sync templates with current code | Rémi Verschelde | |
2017-01-08 | i18n: Sync translations with Weblate | Rémi Verschelde | |
Bengali and Turkish now 100% complete! | |||
2017-01-08 | Fix code completion for new getnode syntax | Juan Linietsky | |
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-05 | Editor 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 directly | Juan Linietsky | |
-Added code lookup and code completion support for properties too | |||
2017-01-04 | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | |
2017-01-04 | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky | |
-Modified help to display properties GDScript can still not make use of them, though. | |||
2017-01-03 | Use 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. | |||
2017-01-03 | Begin modifying properties to make them more friendly to script and doc. | Juan Linietsky | |
2017-01-02 | ObjectTypeDB 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() | |||
2017-01-02 | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | |
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-02 | Merge pull request #7364 from ↵ | Rémi Verschelde | |
guilhermefelipecgs/fix_bottom_panel_visibility_on_play Fix bottom panel visibility on play | |||
2017-01-02 | Merge pull request #7401 from Zylann/bucket_fill_preview | Rémi Verschelde | |
Bucket fill preview | |||
2017-01-02 | Merge pull request #7382 from volzhs/fix-visibility | Rémi Verschelde | |
Able to change visibility when ancestor node is hidden | |||
2017-01-02 | Exposing edit_resource method of EditorNode in the EditorPlugin (#7355) | Bruno Ortiz | |
2017-01-01 | WIP particle system | Juan Linietsky | |
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering | |||
2017-01-01 | Welcome 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! | |||
2016-12-31 | Added option to toggle bucket fill preview | Marc Gilleron | |
2016-12-31 | Added bucket fill preview | Marc Gilleron | |
2016-12-28 | Show visual notice for visibility on Scene Dock | volzhs | |
2016-12-28 | Able to change visibility when ancestor node is hidden | volzhs | |
2016-12-24 | Add new option to always open output on play | Guilherme Felipe | |
2016-12-24 | Fix visibility of bottom panel when start playing | Guilherme Felipe | |
2016-12-23 | Merge pull request #7347 from bebae/master | Rémi Verschelde | |
Allows to start the scene with custom arguments within the editor | |||
2016-12-23 | PopupMenu upgrade: Hide on item selection (#7306) | Ivan P. Skodje | |
* Added the option to set hide on item selection. Usable in GDScript and from within the source code when you want to specify popup menus you don't want to close immediately when selecting an item * Renamed getter from get_ to is_, fixed parent/child behavior, renamed bool variable to match most code and added ADD_PROPERTYNO to save some memory | |||
2016-12-23 | put some limits to max ubo sizes to avoid crashes | Juan Linietsky | |
2016-12-23 | baking now shows a proper button, and bakes can be saved. | Juan Linietsky | |
2016-12-21 | Allows to start the scene with custom arguments within the editor | bebae | |
fixes #7346 Path from the current scene isn't added too the argumens anymore by default and needs to be added throug the custom arguments, with $scene. Matches the behaviour of the executable without any arguments. Custom Arguments are read from editor/main_run_args | |||
2016-12-21 | Some BRDF fixes | Juan Linietsky | |
2016-12-20 | work in progress global illumination | Juan Linietsky | |
2016-12-08 | Merge pull request #7233 from Hinsbart/fix_dnd_crash | Rémi Verschelde | |
Fix crash on project importing by dragging a folder. | |||
2016-12-08 | Merge pull request #7229 from volzhs/show-selected-node | Rémi Verschelde | |
Show selected node in Scene dock when parent node is folded | |||
2016-12-03 | TextureRegionEditor: 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 | |||
2016-12-02 | Fix crash on project importing by dragging a folder. | Andreas Haas | |
Fixes #7226 | |||
2016-12-02 | Merge pull request #7191 from volzhs/check-android-release | Rémi Verschelde | |
Check keystore field when export Android release apk | |||
2016-12-02 | Show selected node in Scene dock when parent node is folded | volzhs | |
Fix #7228 | |||
2016-11-29 | Screen space reflection effect | Juan Linietsky | |
2016-11-29 | Check keystore field when export Android release apk | volzhs | |
2016-11-27 | Fix snap mode selector sticking in texture region module | Dmitry 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. | |||
2016-11-24 | Blend shapes using transform feedback (GPU) | Juan Linietsky | |
2016-11-25 | Set minimum version to 10.9 building OSX | BastiaanOlij | |
2016-11-22 | Instancing is working! (hooray) | Juan Linietsky | |