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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-78/+63
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-7/+7
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-7/+7
| | | | renamed to PoolVector
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+2
| | | | | | | | 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
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-7/+7
| | | | | | | | 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()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+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!
* Fixed PacketPeer.get_var() return type in docsJ08nY2016-06-161-1/+1
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* remove trailing whitespaceHubert Jarosz2016-03-091-3/+3
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* -remved p_peer is null error messages, fixes #1150reduz2016-01-241-1/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* replaced :var by :Variant in documentation, fixes #2897Juan Linietsky2015-12-141-1/+1
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* -fixes to ring buffer (fixes network error)Juan Linietsky2015-10-211-2/+1
| | | | -fixes to invalid disabling of commands on scene tree dock
* Fixed get_packet/put_packet bindings in PacketPeer.James McLean2015-06-081-2/+2
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* new file dialog!Juan Linietsky2015-06-061-1/+20
| | | | | | | | | -ItemList control for easier lists/thumbnails -New file dialog, with support for thumbnails, favorites, recent places, etc -Moved .fscache out of the project, no more bugs due to committed/pulled .fscache! -Dir dialog now sorts directories
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* 3D Import Import & UDPJuan Linietsky2014-11-121-1/+1
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
* FIX: forgotten bind to get_available_packet_count to be able to call get_var ↵voidplayer2014-06-021-0/+1
| | | | only if needed and avoid editor errors
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+255