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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Bring that Whole New World to the Old Continent tooRémi Verschelde2017-03-191-147/+109
| | | | | Applies the clang-format style to the 2.1 branch as done for master in 5dbf1809c6e3e905b94b8764e99491e608122261.
* Style: Fix statements ending with ';;'Rémi Verschelde2017-03-181-1/+1
| | | | (cherry picked from commit f44ee891beaad397481dd88da41cb80e6539774f)
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+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! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* Remove some noisy debug printsRémi Verschelde2016-07-171-6/+1
| | | | Part of #5031
* Make most resources (save for packedscenes and scripts) reload if they ↵Juan Linietsky2016-06-271-3/+25
| | | | change on disk. Closes #4059.
* Expose ResourceImportMetadata::set_source_md5 for scriptGeequlim2016-06-031-0/+1
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* Changed import workflowJuan Linietsky2016-05-271-0/+27
| | | | | | | | | | | | | | | | -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 Jarosz2016-03-091-14/+14
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-1/+1
| | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
* Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-0/+12
| | | | | | | | | | | -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
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Added the default arguments to the binding for ↵Jeffrey Steward2015-02-101-1/+1
| | | | ResourceImportMetadata::add_source to match the c++ version
* fixed bug where resource path is properly exportedJuan Linietsky2014-06-301-2/+14
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* Misc FixesJuan Linietsky2014-06-271-3/+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
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+425