aboutsummaryrefslogtreecommitdiff
path: root/core/io/resource_loader.cpp (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Dont print error when loading resource from cacheRuslan Mustakov2018-01-111-1/+2
|
* 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!
* Use a different strategy for path remaps, try loading from a remap file instead.Juan Linietsky2017-12-181-0/+44
| | | | This ensures multiple PCK exports still work.
* GDScript files are converted to binary on export now.Juan Linietsky2017-12-141-20/+48
|
* Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky2017-10-051-1/+1
| | | | to has_setting. Fixes #11844
* Fix import order, so scenes are imported after textures.Juan Linietsky2017-09-201-0/+25
| | | | Also fix bugs when meshes are always generated.
* Fix issues regarding reload of resources in imported scenes. Closes #10017Juan Linietsky2017-08-311-35/+47
|
* Fix constant reimport on broken files, closes #9930Juan Linietsky2017-08-291-0/+25
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-1/+1
|
* Fix various property not found errorsPoommetee Ketson2017-07-261-0/+3
|
* Add object type hint for docsPoommetee Ketson2017-07-231-2/+2
|
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-7/+7
| | | | -Added system for feature overrides, it's pretty cool :)
* Reworked translation systemJuan Linietsky2017-06-281-24/+135
| | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
* Fix property warnings and hide some debug printsRémi Verschelde2017-04-231-1/+1
| | | | | | | | | | "ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-114/+84
| | | | | | | | | | | | | | | | | | | | | | | | 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..
* Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-2/+6
|
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-5/+5
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-122/+23
|
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-4/+8
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-141-7/+7
| | | | String.get_basename()
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-7/+7
| | | | | | | | 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!
* put text formats for resources and scenes as priorityJuan Linietsky2016-07-191-2/+10
|
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-1/+0
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* fixed interactive_loader() not returning a cached sceneTheoXD2016-05-301-1/+5
|
* Changed import workflowJuan Linietsky2016-05-271-0/+1
| | | | | | | | | | | | | | | | -Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
* remove trailing whitespaceHubert Jarosz2016-03-091-7/+7
|
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* ran cppcheck, found unused variablesfirefly24422015-09-161-2/+0
|
* **WARNING BEFORE PULLING**Juan Linietsky2015-08-231-11/+54
| | | | | | | | | | | 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
* -fixed many memory initialization issuesJuan Linietsky2015-06-061-0/+1
| | | | | -fixed deadlock on previews thread -fixed compilation errors on unix
* -vec3 uniforms should now work, fixes #1773Juan Linietsky2015-05-041-8/+36
|
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* -fix bug in cache for atlas import/exportJuan Linietsky2014-03-131-1/+12
| | | | | | | | | | -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 Linietsky2014-02-261-1/+1
| | | | | -Fixed bug of some tabs showing wrong names -Exported properties for viewport
* -scripts are converted to bytecode on exportJuan Linietsky2014-02-251-1/+2
| | | | -fix bug in doc where touchscreen events were not documented
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+378