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* Merge pull request #7491 from BastiaanOlij/tools-no-fixesRémi Verschelde2017-01-101-3/+3
|\ | | | | Few small fixes so tools=no and target=release compiles
| * Few small fixes so tools=no and target=release compilesBastiaanOlij2017-01-101-3/+3
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* | Merge pull request #7490 from touilleMan/issue-7481Rémi Verschelde2017-01-101-5/+0
|\ \ | | | | | | Remove deprecated Vector2.floorf method
| * | Remove deprecated Vector2.floorf methodEmmanuel Leblond2017-01-101-5/+0
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* | Merge pull request #7462 from karroffel/error_codeRémi Verschelde2017-01-102-0/+16
|\ \ | |/ |/| expose OS.set_exit_code and OS.get_exit_code to ClassDB
| * exposed OS.set_exit_code and OS.get_exit_code to ClassDBkarroffel2017-01-072-0/+16
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* | Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky2017-01-102-22/+118
| | | | | | | | | | | | | | | | | | being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
* | -Translation text will change automatically for in-game buttons, labels, ↵Juan Linietsky2017-01-092-0/+5
| | | | | | | | | | | | | | poups when translation is changed. -Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code -Sorry, editor will not update automatically because it uses a different translatio method.
* | -All types have editable script now in propertiesJuan Linietsky2017-01-093-4/+2
| | | | | | | | -Changed clip to a property in Control which can be set by the user
* | Moved JSON functions to built-in to_json, parse_json, validate_jsonJuan Linietsky2017-01-085-43/+21
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* | Remove XML format, as promised, for 3.0Juan Linietsky2017-01-083-3070/+0
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* | Variant INT and REAL are now 64 bits (other types remain at 32)Juan Linietsky2017-01-087-58/+197
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* | Move tests again from core to mainRémi Verschelde2017-01-0828-6204/+0
| | | | | | | | As advised by @reduz, as tests depend on other libs.
* | Made Variant::NIL printable as "Null". Please everyone be on the lookout of ↵Juan Linietsky2017-01-081-1/+1
| | | | | | | | bugs related to assigning an empty variant to a string, and expecting it to be not empty!
* | renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-0813-45/+45
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* | Dictionary keys are now sorted by insertion orderJuan Linietsky2017-01-082-13/+89
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* | i18n: Add support for Scots (sco) languageRémi Verschelde2017-01-081-0/+1
| | | | | | | | Fixes #6931.
* | Move core engine tests to core/Rémi Verschelde2017-01-0828-0/+6204
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* | -Fix bugs related to PoolVector crashesJuan Linietsky2017-01-081-5/+33
| | | | | | | | -Added ability to request nodes using $Name in GDScript :)
* | Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-0764-1744/+1302
|/ | | | renamed to PoolVector
* -Changed memory functions, Memory::alloc_static*, simplified them, made them ↵Juan Linietsky2017-01-0612-593/+329
| | | | | | aligned to 16 -Changed Vector<> template to fit this.
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-0526-172/+215
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* -GDScript support for accessing properties directlyJuan Linietsky2017-01-042-0/+17
| | | | -Added code lookup and code completion support for properties too
* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-046-82/+159
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| * Use right handed coordinate system for rotation matrices and quaternions. ↵Ferenc Arn2017-01-036-82/+159
| | | | | | | | | | | | | | | | Also fixes Euler angles (XYZ convention, which is used as default by Blender). Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly. This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
* | -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-043-2/+39
|/ | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* Begin modifying properties to make them more friendly to script and doc.Juan Linietsky2017-01-036-6/+17
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-0271-953/+1196
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-0219-1572/+915
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Some fixes and clean upsJuan Linietsky2016-12-311-1/+1
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| * Some BRDF fixesJuan Linietsky2016-12-211-0/+2
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| * work in progress global illuminationJuan Linietsky2016-12-201-11/+11
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| * DOF blur, near and far fields..Juan Linietsky2016-12-102-2/+2
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| * Support for SSAOJuan Linietsky2016-12-042-0/+10
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| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-093-1/+25
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| * Everything returning to normal in 3D, still a long way to goJuan Linietsky2016-10-192-0/+110
| | | | | | | | -implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
| * 2D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky2016-10-104-2/+8
| | | | | | | | general
| * Begining of GLES3 renderer:Juan Linietsky2016-10-0311-1571/+762
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Merge pull request #7271 from Faless/ipv6_cleanupRémi Verschelde2017-01-0213-98/+153
|\ \ | | | | | | Fixes and improvementes for IPv6 implementation.
| * | Expose HTTP classes' set_ip_type to scriptingFabio Alessandrelli2016-12-132-6/+10
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| * | Separate hostname resolve cache based on ip_typeFabio Alessandrelli2016-12-091-11/+15
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| * | IP_Address now handle IPv4 and IPv6 transparentlyFabio Alessandrelli2016-12-093-47/+65
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | IP_Address changes: - Converts to and from String transparently while handling IPv4 as IPv6 mapped (::ffff:[IP]) address internally. - Completely remove AddrType enum. - Setting/Getting of ip array is now only possible through dedicated functions (ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6) - Add function to know if the address is a valid IPv4 (for IP implementation and enet)
| * | Allow setting ip_type for TCP/UDP and HTTP classesFabio Alessandrelli2016-12-098-0/+26
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| * | Migrate int.IP_TYPE_ constants to IP.TYPE_Fabio Alessandrelli2016-12-0911-36/+30
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| * | Use an instance variable for ip_type in raw socketsFabio Alessandrelli2016-12-096-15/+24
| | | | | | | | | | | | | | | | | | | | | PacketPeerUDP/StreamPeerTCP/TCP_Server now uses an instance variable to store the selected ip_type (IPv4/IPv6/ANY, where ANY = dual stack). All calls to resolve addresses, sending/receving data, connecting/listening will use that socket type.
* | | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-01230-230/+230
| | | | | | | | | | | | | | | | | | | | | | | | 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!
* | | Remove extraneous line in .po reader, which caused it to disregard first lineBojidar Marinov2016-12-201-2/+0
|/ / | | | | | | Fixes #7337
* | Merge pull request #7149 from Kazuo256/array-lastGeorge Marques2016-11-223-0/+17
|\ \ | | | | | | Add Array.front() and Array.back()
| * | Add Array.front() and Array.back()Kazuo2562016-11-183-0/+17
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* | | Properly localize absolute path.Fabio Alessandrelli2016-11-221-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | Calling localize_path will return a localized path in res:// if the path starts with the resource file-system/folder, and will return the unchanged absolute path otherwise. Closes #6979 and #7161.