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* Remove XML format, as promised, for 3.0Juan Linietsky2017-01-081-2882/+0
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-48/+48
| | | | renamed to PoolVector
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-9/+9
| | | | | | | | 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
* Begin modifying properties to make them more friendly to script and doc.Juan Linietsky2017-01-031-2/+2
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-9/+9
| | | | | | | | 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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-34/+27
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-34/+27
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | 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!
* More improvements to visual script..Juan Linietsky2016-08-311-0/+4
| | | | fixed a bug of not saving when sub-nodes changed.
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-2/+0
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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* Fix missing dependency resolver in Windowseska2016-02-211-0/+1
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* -Make sure scenes properly update when switching tabs, even if sub-instances ↵Juan Linietsky2016-01-141-1/+3
| | | | changed. Fixes #3201
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Merge pull request #1820 from guilhermefelipecgs/masterRémi Verschelde2015-11-231-1/+0
|\ | | | | Remove duplicated filter, Fix #1795
| * Remove duplicated filter, Fix #1795Guilherme Felipe2015-05-051-1/+0
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* | -Ability to debug video memory usageJuan Linietsky2015-10-211-2/+2
| | | | | | | | -Small fix to xml saver (swapping > and <)
* | **WARNING BEFORE PULLING**Juan Linietsky2015-08-231-53/+269
| | | | | | | | | | | | | | | | | | | | | | 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
* | Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-36/+39
| | | | | | | | | | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* | Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-7/+39
| | | | | | | | | | | | | | | | | | | | | | -ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
* | more fixesJuan Linietsky2015-05-191-1/+1
| | | | | | | | | | | | -only refuse to load an older file if version major is different, fixes #1944 -fix drive letter default value, fixes #1939
* | fix a compile errorJuan Linietsky2015-05-181-2/+2
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* | optional formal changesehriche2015-05-061-1/+1
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* solve invalid pointer, fixes #1793Juan Linietsky2015-05-041-0/+1
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* -Make sure properties are exported the way they should in xml, fixes #1799Juan Linietsky2015-05-031-1/+1
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* Sort xml files, so order is constantest312015-05-011-3/+5
| | | | Makes xml format work better with version control systems.
* -fixed relative path saving to file, fixes #1694Juan Linietsky2015-04-181-3/+3
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* support for 2D shadow castersJuan Linietsky2015-03-021-0/+5
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* More FixesJuan Linietsky2014-12-071-1/+5
| | | | | | | -=-=-=-=-= -Bug in saving multinline text in xml fixed. #925 -typo in android export fixed. #930
* Fix CppCheck 'duplicateExpression' warningBoris Egorov2014-11-071-1/+1
| | | | | BTW, all three cases looks similar. It would be nice to refactor it to avoid repeating code.
* Misc FixesJuan Linietsky2014-06-271-2/+12
| | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* Light Baker!Juan Linietsky2014-06-111-2/+7
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* -fix bug in cache for atlas import/exportJuan Linietsky2014-03-131-6/+45
| | | | | | | | | | -fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now
* -Added ATITC texture supportJuan Linietsky2014-02-261-0/+9
| | | | | -Fixed bug of some tabs showing wrong names -Exported properties for viewport
* -Fix for parsing XML headerJuan Linietsky2014-02-231-1/+1
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* Fix #113 editor_settings.xml corruptionTerseus2014-02-181-7/+9
| | | | | | | | | | | In the `parse_tag` method of the `class ResourceInteractiveLoaderXML`, the class responsible of loading the editor_settings.xml file, the properties' values are loaded directly into an `String` object but the file contents are always UTF-8, which leads to garbage in the XML file when saved. This patch reads the properties' values in a `CharString` and translate them to UTF-8.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+2557