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* 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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| * | Merge pull request #6479 from RandomShaper/improve-debug-focusRémi Verschelde2016-10-031-0/+10
| |\ \ | | |/ | |/| Improve debug focus behavior
| | * Improve debug focus behaviorPedro J. Estébanez2016-09-141-0/+10
| | | | | | | | | | | | | | | Fix focusing debugged game on Windows Add re-focusing editor on continue
* | | Click the inspected objet name to see all subresources.Juan Linietsky2016-09-171-0/+4
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* | Added API version and hashing to ObjectTypeDBJuan Linietsky2016-09-141-0/+5
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* | enable autoload for command-line scriptscaryoscelus2016-09-061-75/+72
|/ | | | fixes #6360
* -Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky2016-09-011-0/+6
| | | | is_action_just_released()
* Fix crash on asset lib installGeorge Marques2016-07-101-0/+2
| | | | | This is not the perfect solution, but fixes the crash and avoid a dependency on EditorNode.
* removed target_fps option, moved it to debug (it makes no sense for games). ↵Juan Linietsky2016-07-091-2/+10
| | | | Added a frame_delay option for games that don't want to use the CPU fully.
* Removed unused variables (first pass)Rémi Verschelde2016-07-071-5/+2
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* update EditorDirDialog on external change, closes #4629Juan Linietsky2016-06-181-2/+3
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* vsync supportJuan Linietsky2016-06-051-0/+3
| | | | | | -works on windows -may not work on X11, if so please fix -OSX does not seem to support disabling vsync
* Make Input Actions config not affect the editorJuan Linietsky2016-06-051-1/+4
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* -Some fixes to OSX retina scaling for window functionsJuan Linietsky2016-05-301-1/+11
| | | | -Implemented HiDPI detection and support for Godot Editor!
* Change low processor usage mode to cap to 60 FPS rather than 40 FPSCalinou2016-05-221-1/+1
| | | | | | This results in smoother operation in the editor, without needing to resort to the "Update Always" method which uses more resources than needed.
* First version of ProfilerJuan Linietsky2016-05-211-8/+32
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* Always set default clear coloreska2016-04-151-3/+5
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* Borderless window support for the Win32 build. Default window position is ↵Saracen2016-03-121-0/+3
| | | | now also centred.
* -Made editor support SSL certs by default (embedded them)Juan Linietsky2016-03-121-0/+2
| | | | | | | | | -Made asset sharing support https -Many fixes to HTTPRequest -Added an asset installer dialog -Visual cleanups to asset sharing tab -Fixed some issues in ScrollContainer, hope it does not break things -Asset sharing tab is not visible (hidden on purpose) for now.
* remove trailing whitespaceHubert Jarosz2016-03-091-63/+63
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* adds -pm and -project_manager command line options to start project managerAriel Manzur2016-02-251-2/+5
| | | | fixes bug where the user has an engine.cfg on the executable directory so it runs the game instead of opening the project manager
* Merge pull request #3493 from Hinsbart/wm_classRémi Verschelde2016-02-031-0/+2
|\ | | | | x11: use different strings for WM_CLASS depending on context