| Commit message (Collapse) | Author | Age | Files | Lines |
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The scripts were streamlined using more or less the following conventions:
- space after a comma in lists of arguments
- space around weak operators (+, -), no space around strong operators (*, /)
- space after a comment start (#)
- removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
- function blocks separate by two newlines
The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
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Fix shader editor focus when switching tabs
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Updated aes256 implementation
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faster lookup table implemetation.
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Canvas Clipping fix
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small fix to bug causing viewport clipping to be inverted.
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clipping on viewports which don't have a rendertarget which fixes clipping on the editor viewport.
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Cleanup calls to _snprintf in ustring
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Was a regression from ddbf2ff.
This commit also introduce a "#define snprintf _snprintf", so the rest of the file was simplified to make use of this
instead of distinguishing between snprintf and _snprintf in the various functions.
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Compile on OpenBSD
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Added additional token checks for the shader if..else.. statement.
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issue #2791.
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Fix can_move_to and rename it for more clarity
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Regression from f33d9da.
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Fixes #2416.
The KinematicBody::can_move_to function was likely designed for two behaviours:
- discrete: check if the body can "teleport" to the destination
- continuous: check if the direct path to the destination is valid
The continuous behaviour was however not implemented, and the discrete behaviour was broken too due to a wrong call to intersect_shape.
The discrete behaviour has thus been fixed and the function renamed to can_teleport_to for more clarity.
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Editor layouts menu
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Remove unexpected GDScript aliases for built-in types
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Make ItemListEditor plugin functional
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Update Groups Editor
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Added set_hidden method to Spatial and CanvasItem
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Add way to look for templates at system wide level too
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For this, put the detection into the OS class and its subclass.
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Useful for everybody wanting to package godot.
Fixes #1026.
-> Retain the old behaviour: path in error msg only when exporting.
-> User templates override system templates
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Vector<>::_ptr is now typed and points to the beginning of the array rather than refcounting block
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reference count block
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updated the RegEx library nrex to v0.1
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After implementing unit testing to nrex I caught and fixed some errors
so it should behave more like Python's RegEx In addition, I've added
version numbering so it should be able to tell if the library needs
updating. Here are a list of changes:
- Fixed zero count quantifiers failing.
- Fixed infinite recursion if quantifying zero length token.
- Fixed `$` (as a string pattern on its own) not matching.
- Fixed look behind rewinding beyond the start of the string.
- Added support for alternative back reference format `\g{1}` similar to
Python. This allows digits to be used immediately after back references.
- Number of capture groups are still limited to 9 by default but can now
be manually set, with option for no limit at all. (Python has no limit)
- Curly bracket quantifiers `{0}` no longer interpreted as a literal
string if previous token is not quantifiable. (Python behaviour)
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Areas now calculate their dampenings the same way as their gravity.
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