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* | | Made InputEvent use floating point coordinates.Juan Linietsky2017-01-122-12/+12
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* | | More efficient iteration syntax, and range() is converted behind the scenes ↵Juan Linietsky2017-01-111-0/+89
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* | | Proper inheritance checking when requesting theem resourcesJuan Linietsky2017-01-112-1/+14
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* | | Added a BACK notification besides QUIT, so they go in separate channels.Juan Linietsky2017-01-111-5/+6
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* | | using VariantParser to parse engine.cfgJuan Linietsky2017-01-111-584/+36
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* | | Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky2017-01-1110-73/+30
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* | | Merge pull request #7093 from bojidar-bg/named-colorsRémi Verschelde2017-01-113-1/+172
|\ \ \ | | | | | | | | Add named colors to GDScript/Visual Script/core.
| * | | Add named colors to GDScript/Visual Script/core.Bojidar Marinov2016-12-173-1/+172
| | | | | | | | | | | | | | | | Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
* | | | Type renames:Juan Linietsky2017-01-1151-1140/+1139
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* | | | Merge pull request #7426 from m4nu3lf/bugfix/physicsJuan Linietsky2017-01-105-2/+168
|\ \ \ \ | | | | | | | | | | Fixed inertia tensor computation and center of mass
| * | | | Fixed inertia tensor computation and center of massm4nu3lf2017-01-095-2/+168
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* | | | | Merge pull request #7445 from tagcup/2d_math_fixesJuan Linietsky2017-01-102-94/+107
|\ \ \ \ \ | | | | | | | | | | | | Various corrections in 2D math.
| * | | | | Various corrections in 2D math.Ferenc Arn2017-01-102-94/+107
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly. Affected code in the Godot code base is also fixed in this commit. The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
* | | | | | Merge pull request #7438 from tagcup/matrix3_rotate_fixJuan Linietsky2017-01-104-27/+58
|\ \ \ \ \ \ | | | | | | | | | | | | | | Fix the order in which additional transformations are applied
| * | | | | | Fix the order in which additional transformations are applied in Matrix3 and ↵Ferenc Arn2017-01-084-27/+58
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Transform. This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too. Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion. Also replaced the few instances of float with real_t in Matrix3 and Transform. Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition. Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).
* | | | | | | It is now possible to name layers of different kinds!Juan Linietsky2017-01-102-2/+10
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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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