| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Add missing copyright headers and fix formatting | Rémi Verschelde | 2018-01-05 | 1 | -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 2018 | Rémi Verschelde | 2018-01-01 | 1 | -2/+2 |
| | | | | | Happy new year to the wonderful Godot community! | ||||
| * | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | 2017-12-07 | 1 | -3/+3 |
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| * | Merge pull request #10318 from endragor/ordered-hash-map | Rémi Verschelde | 2017-09-01 | 1 | -0/+10 |
| |\ | | | | | Implement OrderedHashMap | ||||
| | * | Implement OrderedHashMap | Ruslan Mustakov | 2017-08-13 | 1 | -0/+10 |
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| * | | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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| * | | Use const reference where favorable | Wilson E. Alvarez | 2017-08-14 | 1 | -1/+1 |
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| * | Moved member variables from constructor to initialization list | Wilson E. Alvarez | 2017-08-08 | 1 | -3/+3 |
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| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -5/+7 |
| | | | | | | | | | | | | | | | | | | | | | | | | | 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 | ||||
| * | Lot of work in new importer, importing textures now works. | Juan Linietsky | 2017-02-01 | 1 | -0/+9 |
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| * | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | 2017-01-02 | 1 | -0/+3 |
| |\ | | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | ||||
| | * | 2D Shaders are working again using the new syntax, though all is buggy in ↵ | Juan Linietsky | 2016-10-10 | 1 | -0/+3 |
| | | | | | | | | | general | ||||
| * | | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-01 | 1 | -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 headers | George Marques | 2016-01-01 | 1 | -1/+1 |
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| * | Updated copyright year in all headers | Juan Linietsky | 2015-04-18 | 1 | -1/+1 |
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| * | GODOT IS OPEN SOURCE | Juan Linietsky | 2014-02-09 | 1 | -0/+39 |
