aboutsummaryrefslogtreecommitdiff
path: root/core/global_constants.cpp (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* Bring that Whole New World to the Old Continent tooRémi Verschelde2017-03-191-471/+465
| | | | | Applies the clang-format style to the 2.1 branch as done for master in 5dbf1809c6e3e905b94b8764e99491e608122261.
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+1
| | | | | | | | | | 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! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* -All variables from script are visible through get_property_list(), not just ↵Juan Linietsky2016-06-111-0/+1
| | | | | | | those with export() -Added PROPERTY_USAGE_SCRIPT_VARIABLE to identify what comes from script -closes #5146
* Exposed remaining PROPERTY_USAGE constants to scriptSaracen2016-06-011-0/+14
|
* Remove duplicateRémi Verschelde2016-04-071-1/+0
|
* Completed the support for plugins! It is not possible to add plugins.Juan Linietsky2016-02-271-0/+1
| | | | | | Not all APIs are provided yet, please request whathever you are missing. Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings. Have fun!
* Rename KEY_KP_SUBSTRACT to KEY_KP_SUBTRACTRémi Verschelde2016-02-171-1/+1
| | | | | The former name was incorrect in English, though for us latin lovers it's an understandable mistake. Second part of and closes #3626.
* support horizontal mouse wheel, use in text editorhondres2016-02-041-1/+4
|
* -Added method flags to global constants for scriptJuan Linietsky2016-01-311-0/+10
| | | | -Added a new flag METHOD_FLAG_FROM_SCRIPT to get_method_list() flag property. Closes #3489
* bind trigger constantshondres2016-01-021-0/+3
|
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* **WARNING BEFORE PULLING**Juan Linietsky2015-08-231-0/+1
| | | | | | | | | | | This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools. If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :) Summary of Changes -New Filesystem dock, with filesystem & tree view modes. -New refactoring tools, to change or fix dependencies. -Quick search dialog, to quickly search any file
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* Update global_constants.cpptheuserbl2015-02-271-0/+1
| | | Making KEY_MASK_CMD usable in GDScript
* 3D Physics and Other StuffJuan Linietsky2014-09-021-9/+20
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+516