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* Bind many more properties to scriptsBojidar Marinov2018-01-121-0/+1
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Remove "const" from PacketPeer get_packet/get_varFabio Alessandrelli2017-12-151-6/+6
| | | | | | They are NOT constant methods, as state by the comment message, they fetch the last packet and then forget about it, actively changing the state of the object.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Properly check limits to objects sent (regarding to size), fixes #9034Juan Linietsky2017-08-181-0/+2
| | | | | -Changed the way objects are marshalled and sent to the debugger -Editing debugged objects happens in the remote inspector now
* Ability to save objects to binary formatJuan Linietsky2017-08-141-0/+5
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* Set some reasonable limits for sending information to the debugger, closes #5848Juan Linietsky2017-08-081-1/+3
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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 Verschelde2017-03-051-22/+15
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-4/+4
| | | | renamed to PoolVector
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-0/+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 Linietsky2017-01-021-2/+2
| | | | | | | | 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!
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* new file dialog!Juan Linietsky2015-06-061-0/+8
| | | | | | | | | -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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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+94