| Commit message (Collapse) | Author | Age | Files | Lines |
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Also effectively saves one unnecessary call when everything is fine.
(cherry picked from commit 1a7aafa90d48651f1a8252d00c3801d7f1f8fe2c)
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Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
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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)
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-removed 4 arguments limit for emit_signal() from script
-remvoed 4 arguments limit for call_deferred() from script
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-fixed deadlock on previews thread
-fixed compilation errors on unix
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-Detect when free() might crash the project and throw error
-fixed 2D Bounce in physics (3d still broken)
-renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible.
-large amount of fixes
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