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* Dead code tells no talesRémi Verschelde2017-08-2715-17109/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-278-8/+8
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* Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-1/+0
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* Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez2017-08-171-9/+9
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-164-40/+40
| | | | Fixes #10244.
* Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson2017-07-221-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-4/+4
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-2/+2
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-083-11/+10
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* Some changes to dual paraboloid envmap generation, fixes somme bleedingJuan Linietsky2017-07-051-11/+8
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* Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky2017-06-171-14/+5
| | | | support in Sprite so far.
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-2/+2
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-088-0/+8
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-062-6/+6
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* Fix typos in source code using codespellRémi Verschelde2017-03-242-4/+4
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-058-5821/+4979
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Correct hash behavior for floating point numbersHein-Pieter van Braam2017-02-161-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
* Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-161-3/+6
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-162-3/+3
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* Merge pull request #7513 from djrm/compilation_fixRémi Verschelde2017-01-153-14/+14
|\ | | | | Matrix32 -> Transform2D
| * Matrix32 -> Transform2DDaniel J. Ramirez2017-01-133-14/+14
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* | Style: Fix whole-line commented codeRémi Verschelde2017-01-145-102/+107
|/ | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Type renames:Juan Linietsky2017-01-111-2/+2
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-45/+45
| | | | renamed to PoolVector
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-3/+3
| | | | | | | | 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
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-024-34/+45
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Screen space reflection effectJuan Linietsky2016-11-291-0/+10
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| * -Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky2016-10-051-0/+1
| | | | | | | | | | | | | | GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
| * Begining of GLES3 renderer:Juan Linietsky2016-10-033-34/+34
| | | | | | | | | | | | | | | | -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
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-018-8/+8
| | | | | | | | | | | | | | | | 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!
* | style: Various other PEP8 fixes in Python filesRémi Verschelde2016-11-011-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E7`, fixes: - E701 - Put colon-separated compound statement on separate lines. - E702 - Put semicolon-separated compound statement on separate lines. - E703 - Put semicolon-separated compound statement on separate lines. - E711 - Fix comparison with None. - E712 - Fix (trivial case of) comparison with boolean. - E713 - Fix (trivial case of) non-membership check. - E721 - Fix various deprecated code (via lib2to3).
* | style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde2016-11-011-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.
* | SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-172-0/+4
| | | | | | | | Also switch existing shebangs to "better" /usr/bin/env python.
* | drivers: Refactor SCsub and drop redundant env_drivers cloneRémi Verschelde2016-10-152-1/+5
|/ | | | | | | | | The reordering of the SConscript includes allows to ensure that stuff like the builtin zlib headers will be available for libpng. Also moved glew back into global env, otherwise windows seems not to find it... Kind of shooting in the dark with this multi-env setup.
* Merge pull request #6605 from zaps166/old-gl-ext-funcsRémi Verschelde2016-10-031-1/+39
|\ | | | | Add compatibility with old OpenGL 2.1 drivers
| * Add compatibility with old OpenGL 2.1 driversBłażej Szczygieł2016-09-251-1/+39
| | | | | | | | | | | | | | | | | | | | | | If ARB_framebuffer_object is not supported, try to fall-back to EXT_framebuffer_object if present. In current version of godot, the way framebuffers are used is backward compatible with the older EXT_framebuffer_object extension. Fixes #6591 Done with SuperUserNameMan
* | Limit directional shadow draw distance, fixes #559, optimization (#1991)mookiexl2016-10-032-3/+22
| | | | | | | | * Shadow fadeout exponent hardcoded for now, should be user configurable. * optimization - skip shadows outside visible range
* | Merge pull request #6606 from zaps166/don-crash-on-unsupported-glRémi Verschelde2016-10-031-2/+3
|\ \ | | | | | | Don't crach when OpenGL version is unsupported
| * | Don't crach when OpenGL version is unsupportedBłażej Szczygieł2016-09-251-2/+3
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* / Don't crash in "_process_hdr()" if "framebuffer.luminance" is emptyBłażej Szczygieł2016-09-251-0/+4
|/ | | | | If "glFramebufferTexture2D()" fails on old drivers the Vector is empty. Don't allow to read from empty Vector (NULL pointer).
* removed redundant assign operation in mesh_add_surface: elem_count is ↵knd2016-09-211-4/+0
| | | | reassigned a value before the old one has been used.
* Merge pull request #6414 from RandomShaper/improve-shader-shadowRémi Verschelde2016-09-174-6/+7
|\ | | | | Expose additional light/shadow properties to canvas item shaders
| * Expose light shadow color to canvas item shadersPedro J. Estébanez2016-09-071-0/+1
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| * Rename misleading definePedro J. Estébanez2016-09-073-6/+6
| | | | | | | | The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
* | Merge pull request #5962 from Alex-doc/Y_billboardJuan Linietsky2016-09-101-1/+16
|\ \ | | | | | | Implements Y billboard
| * | Implements Y billboardAlex Piola2016-08-011-1/+16
| | | | | | | | | | | | Y billboard wasn't hooked up. This commit implements it.
* | | Merge pull request #6363 from vnen/winrtJuan Linietsky2016-09-102-1/+13
|\ \ \ | |_|/ |/| | Fix the support for WinRT/UWP
| * | Fix drivers coding for WinRTGeorge Marques2016-09-032-1/+13
| |/ | | | | | | | | | | | | - Add a proper function to retrieve IP addresses. - Solve issues with Windows FileAccess and DirAccess to use the same code for WinRT. - Add patches to the GLES2 rasterizer to workaround ANGLE issues.
* / More visual script improvementsJuan Linietsky2016-08-302-3/+13
|/ | | | | | -Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!