| Commit message (Collapse) | Author | Files | Lines | ||
|---|---|---|---|---|---|
| 2017-09-23 | -Fixed redraw always on 3D viewprot bug | Juan Linietsky | 4 | -19/+45 | |
| -Changed manipulation inertia default values. Do not touch them again or I'll cut your fingers and eat them. | |||||
| 2017-09-23 | [DOCS] Update StaticBody2D class ref. | Chris Bradfield | 1 | -3/+6 | |
| 2017-09-23 | [DOCS] Update Sprite class ref | Chris Bradfield | 1 | -1/+13 | |
| 2017-09-23 | Rename get_position => get_playback_position and seek_pos => seek on audio ↵ | Marcelo Fernandez | 25 | -54/+60 | |
| classes | |||||
| 2017-09-23 | Partial documentation for Environment resource. | Julian Murgia | 1 | -1/+85 | |
| 2017-09-23 | Allow to set a custom DynamicFont in editor settings | Marc Gilleron | 1 | -2/+2 | |
| 2017-09-23 | RayShape, Shape, SphereShape | Linus | 3 | -0/+8 | |
| 2017-09-23 | Fixes to rim parameter in shader | Juan Linietsky | 2 | -14/+14 | |
| 2017-09-23 | doc: Sync classref with current source | Rémi Verschelde | 10 | -14/+131 | |
| [ci skip] | |||||
| 2017-09-23 | makerst.py: Support split classes XML and use folders and/or single files as ↵ | Alexander Meerhoff | 2 | -25/+31 | |
| input The new syntax is (from `doc/`): `tools/makerst.py classes/ ../modules/`. Also adapted `make rst` target accordingly. [ci skip] | |||||
| 2017-09-22 | Updated key icons | Daniel J. Ramirez | 8 | -28/+15 | |
| [ciskip] | |||||
| 2017-09-22 | Use an arrow instead of 3 dots in trees | Daniel J. Ramirez | 3 | -12/+6 | |
| 2017-09-22 | Changed get_audio_bus and set functions to get_audio_bus_name and set | Marcelo Paez | 4 | -11/+11 | |
| and edited docs for Area2D due to renaming o get_audio_bus and set_audio_bus | |||||
| 2017-09-22 | Ability to convert from SpatialMaterial to ShaderMaterial | Juan Linietsky | 8 | -2/+185 | |
| 2017-09-22 | Fixes the rulers text drawn outside the viewport_base | Gilles Roudiere | 1 | -0/+1 | |
| 2017-09-22 | freelook_base_speed calibration | Unknown | 1 | -2/+2 | |
| freelook_base_speed changed from 0.5 to 0.1 Also precision changed from 0.1 to 0.01 so it's possible to set values lower than 0.1 | |||||
| 2017-09-21 | Fixed a bunch of typos, including an error code. | Ross Hadden | 9 | -19/+19 | |
| 2017-09-22 | Comment out code that is causing project loading to fail on osx | BastiaanOlij | 1 | -0/+12 | |
| 2017-09-21 | UWP: Fix build issue about Object ambiguity | George Marques | 1 | -16/+16 | |
| 2017-09-21 | RichTextLabel: Added get_visible_line_count method. | Ferenc Arn | 2 | -16/+54 | |
| Also exposed get_line_count to GDScript. | |||||
| 2017-09-21 | Add inversesqrt to shader language. | Ferenc Arn | 1 | -0/+4 | |
| 2017-09-21 | Ensure pressed is set to false in BaseButton::_unpress_group. | Ferenc Arn | 1 | -1/+1 | |
| 2017-09-21 | Improved a lot of icons, and some style fixes | Daniel J. Ramirez | 29 | -41/+69 | |
| 2017-09-21 | Fix godot spraying errors about a null check | Gilles Roudiere | 1 | -1/+2 | |
| 2017-09-21 | Added proximity and distance fade to SpatialMaterial | Juan Linietsky | 7 | -1/+151 | |
| 2017-09-21 | Implement Linux-style likely()/unlikely() macros | Hein-Pieter van Braam | 4 | -15/+24 | |
| This implement branch prediction macros likely() and unlikely() like in Linux. When using these macros please ensure that when you use them the condition in the branch really is very, very likely or unlikely. Think 90+% of the time. Primarily useful for error checking. (And I implement these macros for all our error checking macros now) See this article for more information: https://kernelnewbies.org/FAQ/LikelyUnlikely There are more places where these macros may make sense in renderer and physics engine. Placing them will come in another commit down the line. | |||||
| 2017-09-21 | rotation orbit modifier defaults to none | Unknown | 1 | -1/+1 | |
| 2017-09-21 | Fix TrustManager for Android | volzhs | 1 | -16/+4 | |
| 2017-09-21 | Correct spelling SEPERATE -> SEPARATE to fix build | Leon Krause | 1 | -3/+3 | |
| 2017-09-20 | Visual tweaks. | Daniel J. Ramirez | 210 | -1497/+293 | |
| Updated icons Updated some color | |||||
| 2017-09-20 | Fix import order, so scenes are imported after textures. | Juan Linietsky | 10 | -12/+104 | |
| Also fix bugs when meshes are always generated. | |||||
| 2017-09-20 | Allow equality checks between null and arbitrary types | Hein-Pieter van Braam | 1 | -156/+201 | |
| Uninitialzed values in GDScript are of type NIL so not allowing null comparisons did end up breaking some code. This commit reenables NULL equality checks for all types. We're going to have to figure out how to make this fast for the compiler later. | |||||
| 2017-09-20 | Let queue_free() work on nodes which are not in the scene tree | Rémi Verschelde | 1 | -2/+5 | |
| In practice such nodes could directly be free()'ed, but this little change prevents users from leaking memory by mistake. Closes #9074. | |||||
| 2017-09-20 | Add missing NULL checks on CanvasItemEditor | Marcelo Fernandez | 1 | -0/+6 | |
| 2017-09-20 | Box selection for MeshInstances and subscene nodes. | SaracenOne | 3 | -10/+42 | |
| 2017-09-20 | Rename pos to position in user facing methods and variables | letheed | 247 | -832/+823 | |
| Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is. | |||||
| 2017-09-20 | Show button name always in main toolbar | volzhs | 2 | -19/+0 | |
| 2017-09-20 | Do not compile Recast for Android | Ruslan Mustakov | 1 | -1/+1 | |
| At least this makes Godot compile for Android until there is a better solution. | |||||
| 2017-09-20 | Set Android minSdkVersion to 18 | Ruslan Mustakov | 2 | -9/+9 | |
| It's the minimum version where GLES 3 API is available. It is already the version Godot binary is compiled with for Android, but the config files were not updated in time. | |||||
| 2017-09-20 | Return player ID after connecting to Game Center | Ruslan Mustakov | 1 | -0/+1 | |
| 2017-09-20 | Fix duplication of node with script | Evgeny Zuev | 1 | -1/+12 | |
| When duplicating node with script, properties of script weren't copied sometimes. It happened because properties were copied in arbitrary order, and properties of the script were setted before the "script" property itself, i.e. while script is sill NULL. Also, DUPLICATE_SCRIPTS flag wasn't working - script was always copied because `_duplicate` looked for "script/script" property while it should be just "script". Now "script" property is being set before all others, and "script/script" changed to `CoreStringNames::get_singleton()->_script`. | |||||
| 2017-09-20 | verbose and platform specific implementation for is_nan | ABU MD. MARUF SARKER | 1 | -2/+38 | |
| 2017-09-19 | better script code font size rescaling on retina displays | poke1024 | 1 | -7/+6 | |
| 2017-09-19 | Fix mouse button state in HTML5 platform | Leon Krause | 1 | -8/+8 | |
| Regression from 844c5e12e664e3212feacc9ee3200e116556fbc7 | |||||
| 2017-09-19 | Allow booleanization of all types | Hein-Pieter van Braam | 6 | -105/+20 | |
| We now allow booleanization of all types. This means that empty versions of all types now evaluate to false. So a Vector2(0,0), Dictionary(), etc. This allows you to write GDScript like: if not Dictionary(): print("Empty dict") Booleanization can now also no longer fail. There is no more valid flag, this changes Variant and GDNative API. | |||||
| 2017-09-19 | added OAHashMap type | Karroffel | 6 | -33/+770 | |
| 2017-09-19 | Fix crash handler not including stdlib.h | Marcelo Fernandez | 2 | -0/+2 | |
| 2017-09-19 | Be type-strict checking on equality checks | Hein-Pieter van Braam | 1 | -67/+63 | |
| After a short discussion with @reduz and @karroffel we decided to make all non number/number comparisons return type errors on comparisons. Now bool == bool is allowed but Vector2 == Vector3 is a type error and no longer 'not equal'. The same has been done for the != operators. In addition I forgot to add some failures to some Object operators meaning that there was a potential for a crasher. | |||||
| 2017-09-19 | Don't call Variant::reference() unnecessarily | Hein-Pieter van Braam | 1 | -30/+131 | |
| operator= does not need to call reference() if the new value is of the same type as the old. This saves us zeroing the Variant, This speeds up reuse of a Variant in a loop by roughly 50%. | |||||
| 2017-09-19 | Fix accidental cast to Vector3 for Vector2 iter | Hein-Pieter van Braam | 1 | -1/+1 | |
