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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-1234-34/+34
| | | | | | | | | | 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)
* Some missing License notice has been addedSPTelur2016-11-152-0/+59
| | | | (cherry picked from commit df737ebb4675d4fb00fe424ab40ee5c9a65ac888)
* Clean/fix triangulation internalsPedro J. Estébanez2016-11-152-13/+5
| | | | | | | | Drop unused variable Remove commented-out code Fix leak by using Vector instead of raw memory (cherry picked from commit 0e1972aa5165722e677850bbf799af8ab6751a8d)
* style: Fix PEP8 whitespace issues in Python filesRémi Verschelde2016-11-021-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
* SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-301-0/+2
| | | | | | Also switch existing shebangs to "better" /usr/bin/env python. (cherry picked from commit fc8ccd5b8c8b779bffd0f4d7f22f2f964c939163)
* Added a generic AStar implementation to Godot.Juan Linietsky2016-10-182-0/+504
| | | | | | It's pretty fast, use it for games where Navigation does not cut it. (cherry picked from commit 827a9aa8294e7e2405f645579cc3e7044f3be079)
* Added simple check to viewport, if matrix32 is invesile ↵Mateusz Adamczyk2016-10-091-1/+1
| | | | | | (https://github.com/godotengine/godot/issues/6296). (cherry picked from commit 8671836b76e8723a1d9021f8d7bf56ce5fdcc6f3)
* Vector3: added angle_to(Vector3 other)J08nY2016-10-091-5/+7
| | | | (cherry picked from commit deb36b44d1a67157a44695ed7519605f431a3d89)
* Vector3: format properly, fix indentsJ08nY2016-10-092-97/+100
| | | | (cherry picked from commit f468cfc379ec74b802edf0bc89d3f65225d9250d)
* Fix for #6158. Converting Vector2 to Size2 for scaling functions.anneomcl2016-10-092-24/+13
| | | | (cherry picked from commit aa5ade834c8646b81e2320089314393c00ee8020)
* Matrix32: Add constructor that takes six real_t paramsIgnacio Etcheverry2016-09-011-0/+9
| | | | (cherry picked from commit 3578800230c65a34b1cd3c5bb576a6dc6e4bbbdd)
* Fix regression with str() improvements for math typesIgnacio Etcheverry2016-07-285-17/+10
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* Merge pull request #5921 from neikeq/pr-issue-5919Rémi Verschelde2016-07-275-10/+17
|\ | | | | Prettier str() for some math types
| * Prettier str() for some math typesIgnacio Etcheverry2016-07-275-10/+17
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* | Changed the way the step decimals are computed to a safer way, fixes many ↵Juan Linietsky2016-07-262-16/+20
|/ | | | issues.
* Turn some prints to error logs, remove othersRémi Verschelde2016-07-241-7/+7
| | | | Fixes #5876 in passing.
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-14/+0
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* Improved binding system (ObjectTypeDB::bind_method) to be friendlier to ↵Juan Linietsky2016-06-222-1/+28
| | | | | | statically typed languages, should help in the Mono integration. Disabled by default.
* Remove USE_QUAD_VECTORS unused checkJ08nY2016-06-191-13/+0
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* Drop empty .cpp files for header-only classesRémi Verschelde2016-06-181-30/+0
| | | | Part of #5272
* Drop empty files that are not used anywhereRémi Verschelde2016-06-182-64/+0
| | | | Part of #5272
* First version of ProfilerJuan Linietsky2016-05-211-0/+1
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* math: Fix rounding error for 0 in Math::round (#4495)Rémi Verschelde2016-05-011-1/+3
| | | | Thus revert the previous workaround in commit b123bc4a2a9c07fcfd27a84109960bda158b3b9d. Fixes #3221.
* remove trailing whitespaceHubert Jarosz2016-03-0921-738/+738
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* Correct octree's AABB intersect test, fixes #3576 and #3253sheepandshepherd2016-02-172-6/+24
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* Fixed the decimals function, it can't be perfect but it should be good ↵Juan Linietsky2016-01-031-2/+8
| | | | enough. Closes #1955
* Update copyright to 2016 in headersGeorge Marques2016-01-0135-35/+35
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* removed wron return types, fixes #2483reduz2015-12-291-1/+0
| | | | removed console, which was obsolete and unused sine long long ago
* implement point cloud function using convex hull for ConvexPolygonShape2D, ↵Juan Linietsky2015-12-141-0/+31
| | | | fixes #2848
* -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260Juan Linietsky2015-11-192-3/+3
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* Merge pull request #2707 from akien-mga/masterJuan Linietsky2015-11-181-2/+0
|\ | | | | Cosmetic fixes to SCons buildsystem
| * Cosmetic fixes to SCons buildsystemRémi Verschelde2015-11-011-2/+0
| | | | | | | | | | | | - Removed trailing spaces - Made sure all indentation is done using tabs (fixes #39) - Potentially fixed an identation issue for openssl check
* | Implement Quat multiply operator, and xform methodFranklin Sobrinho2015-11-111-1/+1
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* Merge pull request #2266 from MrGreenTea/masterJuan Linietsky2015-10-171-9/+21
|\ | | | | added floor() and ceil() to Vector3
| * added floor() and ceil() to Vector3MrGreenTea2015-07-151-9/+21
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* | Fix some copy-paste mistakes in linear/db volume functionsRémi Verschelde2015-09-261-2/+2
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* Changed floats to 'real_t'.James McLean2015-06-111-11/+9
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* Changed 'scale' to 'scale_basis' in 'interpolate_with'.James McLean2015-06-111-1/+1
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* Implemented interpolation for affine transformations ↵James McLean2015-06-111-2/+34
| | | | (Matrix32::interpolate_with)
* new file dialog!Juan Linietsky2015-06-061-0/+23
| | | | | | | | | -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
* optional formal changesehriche2015-05-061-3/+4
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* -Fixes from source code analyzizer, closes #1768Juan Linietsky2015-05-011-2/+2
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* Corrected rectangle intersection, fixes #1731Juan Linietsky2015-04-242-10/+10
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* -try to avoid errors when path using ".." is present in script include, ↵Juan Linietsky2015-04-182-2/+2
| | | | fixes #1703
* Updated copyright year in all headersJuan Linietsky2015-04-1833-678/+678
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* -fix vector rotation, fixes #1705Juan Linietsky2015-04-181-17/+2
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* -Changed the cubic interpolator, improves situation with PathFollow in #1659Juan Linietsky2015-04-131-1/+18
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* Merge pull request #1380 from ElectricSolstice/wparentheses_removalJuan Linietsky2015-03-221-2/+2
|\ | | | | Changed code to remove gcc -Wparentheses warnings.
| * Changed code to remove gcc -Wparentheses warnings.ElectricSolstice2015-02-161-2/+2
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* | support for 2D shadow castersJuan Linietsky2015-03-021-1/+18
| | | | | | | | | | | | | | | | | | | | 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.