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* Script languges are uninitialized properly now.Juan Linietsky2017-07-221-3/+5
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* Several changes to better run in mobile.Juan Linietsky2017-07-221-1/+4
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-26/+31
| | | | -Added system for feature overrides, it's pretty cool :)
* Fix errors with global config names no more sorrys pleasegeequlim2017-07-191-1/+1
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* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-82/+72
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-0/+4
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Reworked translation systemJuan Linietsky2017-06-281-0/+1
| | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-1/+1
| | | | -Fixded BackBuffercopy object
* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-2/+2
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* Fix `network/debug/remote_port` editor setting not working properlyFabio Alessandrelli2017-06-101-2/+1
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-7/+8
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* Allow selecting editor debug host and port.Fabio Alessandrelli2017-05-091-2/+3
| | | | Possibly fixes various editor<->debugger connection related problems.
* Rename project file to "project.godot"Rémi Verschelde2017-05-011-3/+20
| | | | | | | | | | | | | | Slimmed down variant from the reverted #8375. The rationale behind the name change is to give Godot's project file a unique extension (".godot") that can be registered on the OS to be associated with the Godot binary (OS registration not implemented here). This PR also adds the possibility to start the game or editor if launched with the project.godot passed as argument, which paves the way for allowing a similar behaviour on a double-click in the OS file manager (code originally by @Hinsbart). Closes #6915.
* Revert "Use .godot as file extension for project files."Juan Linietsky2017-04-291-20/+3
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* Fix property warnings and hide some debug printsRémi Verschelde2017-04-231-1/+1
| | | | | | | | | | "ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint.
* Merge pull request #8375 from Hinsbart/project_extensionRémi Verschelde2017-04-171-3/+20
|\ | | | | Use .godot as file extension for project files.
| * Use .godot as file extension for project files.Andreas Haas2017-04-161-3/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot. Also godot will automatically start the editor now if launched with a project file as an argument. This allows for double-clicking of projects to open them :) Code-wise this should be complete, but there's still work to do: - Make a nice icon for godot projects. - Work on installers/packaging -> register the extension and icon with godot. - Update the 2.1 to 3.0 exporter. Tested on linux and windows so far.
* | [GD 3.0] Fix stretch mode 2d... againShockblast2017-04-161-1/+1
|/ | | | | | Objects on the screen were not displayed when the project was played, because it looked for the values of width and height of menus with old names (godot 2.1?) For that reason delivered value (0, 0).
* Restored (And auto-generated) splash imageJuan Linietsky2017-04-091-1/+4
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Optimize-out some debug and/or non-tools methodsPedro J. Estébanez2017-04-071-0/+7
| | | | | | | | | Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible. is_node_being_edited() already showed a similar optimization effort and has been adapted to this change. Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds. This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-594/+517
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-3/+3
| | | | | | The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
* Implements modules documentsGeequlim2017-03-041-0/+11
| | | | Editor can generate documents for modules in thier own xml files
* -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..
* Reorder the folders in tools to prepare moving tools/editorRémi Verschelde2017-02-091-5/+1
| | | | | | | | | - `certs` and `editor_fonts` go to `thirdparty` - `dist` and `scripts` go to a new `misc` folder - `collada` and `doc` go to `tools/editor` The next step will be to rename `tools/editor` to `editor` directly, but this will be done at the right time to avoid breaking too many PRs.
* Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.xJuan Linietsky2017-02-041-3/+3
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* Lot of work in new importer, importing textures now works.Juan Linietsky2017-02-011-31/+0
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* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-9/+2
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* Audio bus editing is COMPLETE!Juan Linietsky2017-01-251-0/+1
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* Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-161-1/+1
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* Oops! Audio engine has vanished :DJuan Linietsky2017-01-151-8/+13
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* no more errors related to missing GlobalConfig::Get (or so I hope)Juan Linietsky2017-01-141-0/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-13/+18
| | | | | 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.
* Reenable node name case setting + code cleanupsRémi Verschelde2017-01-131-1/+1
| | | | | | | | The method _generate_serial_child_name is indeed called relatively often in editor mode, but that commented out code chunk hardly adds to its slowness (and with the default setting, not at all). Also did various related code cleanups and simplifications.
* Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky2017-01-131-18/+26
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* Added a BACK notification besides QUIT, so they go in separate channels.Juan Linietsky2017-01-111-0/+2
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* Move tests again from core to mainRémi Verschelde2017-01-081-1/+1
| | | | As advised by @reduz, as tests depend on other libs.
* Move core engine tests to core/Rémi Verschelde2017-01-081-1/+1
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-80/+82
| | | | | | | | 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
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-14/+14
| | | | | | | | 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 branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-021-5/+25
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| * Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-0/+21
| |\ | | | | | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| | * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-0/+21
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| * | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | 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!
| * | Fix typos and missing newlines in --helpTim Roes2016-11-031-3/+2
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* | Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2016-10-301-3/+11
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| * Merge pull request #6677 from J08nY/issue-pck-packerRémi Verschelde2016-10-031-3/+1
| |\ | | | | | | PCKPacker: Move to core from tools, fixes #4129
| | * PCKPacker: moved from tools into core, fixes #4129J08nY2016-10-011-3/+1
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