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* Correct test list returned by test_get_namesEmmanuel Leblond2018-06-091-4/+9
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* updated OAHashMap to use robinhood hashingkarroffel2018-05-031-3/+3
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* Add radio-button-looking entries to PopupMenuPedro J. Estébanez2018-03-271-0/+4
| | | | | | | | | | They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually. `is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button. Keeping check in the name adds an additional clue about these facts. Closes #13055.
* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-0526-3/+27
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-0126-52/+52
| | | | Happy new year to the wonderful Godot community!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-0710-12/+12
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* disable caching for targets using helper functionsRhody Lugo2017-11-281-2/+1
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* use the same cache for all branches for appveyorRhody Lugo2017-11-281-1/+1
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* GDScript: Refactor "GD" class prefix to "GDScript"Rémi Verschelde2017-11-161-149/+149
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* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-093-12/+14
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* added OAHashMap typeKarroffel2017-09-193-0/+143
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* Merge pull request #10318 from endragor/ordered-hash-mapRémi Verschelde2017-09-013-0/+215
|\ | | | | Implement OrderedHashMap
| * Implement OrderedHashMapRuslan Mustakov2017-08-133-0/+215
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* | removed DISCARD built in variable, replaced by actual discard GLSL ↵Juan Linietsky2017-08-291-2/+3
| | | | | | | | instruction, fixes #9677
* | Dead code tells no talesRémi Verschelde2017-08-2711-767/+5
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* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-2726-26/+26
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* | Removed unnecessary returns and break statementsWilson E. Alvarez2017-08-221-2/+0
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* | Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-2/+1
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* | Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-6/+6
| | | | | | | | Fixes #10244.
* | Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-131-3/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-5/+5
| | | | -Added system for feature overrides, it's pretty cool :)
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-1/+1
| | | | -Fixded BackBuffercopy object
* Godot 3.0 primitives as resources for use with MeshInstanceBastiaanOlij2017-06-161-6/+1
| | | | | | | | | | | | | Adds the following resources: - CapsuleMesh: a capsule object - CubeMesh: a cube that can be subdivided - CylinderMesh: a cylinder - PlaneMesh: a horizontal plane that can be subdivided - PrismMesh: a prism shape - SphereMesh: a sphere - QuadMesh: reintroduction of the original quadmesh Removes the old Quad and TestCube nodes
* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-2/+2
| | | | Make the naming consistent with other classes.
* -Added .hdr format supportJuan Linietsky2017-05-281-0/+53
| | | | | | -Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-204-35/+24
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-173-22/+5
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* Merge pull request #8277 from tagcup/math_checksRémi Verschelde2017-04-241-1/+1
|\ | | | | Added various functions basic math classes. Also enabled math checks …
| * Added various functions basic math classes. Also enabled math checks only ↵Ferenc Arn2017-04-061-1/+1
| | | | | | | | | | | | | | | | for debug builds. Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly. Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions. Various other changes mostly cosmetic in nature.
* | Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-18/+18
| | | | | | | | | | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-0826-0/+26
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* | New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-1/+3
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0526-1720/+1458
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-0526-26/+32
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* Various fixes detected using PVS-Studio static analyzer.Thaer Razeq2017-02-281-2/+2
| | | | | | | - Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
* Merge pull request #7851 from shlomif/fix-some-compilation-warningsRémi Verschelde2017-02-261-1/+0
|\ | | | | Get rid of some compilation warnings.
| * Fix some compilation warnings.Shlomi Fish2017-02-211-1/+0
| | | | | | | | | | | | Redone the commit based on the input in https://github.com/godotengine/godot/pull/7851 . Not all warnings were fixed but it's a start.
* | -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..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-2/+2
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-163-5/+5
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* Oops! Audio engine has vanished :DJuan Linietsky2017-01-152-4/+7
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* fixed to 2D physics, makes it work againJuan Linietsky2017-01-152-5/+15
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-147-20/+19
| | | | | 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.
* Finish renaming *Frame GUI classes to *RectRémi Verschelde2017-01-141-1/+1
| | | | | ReferenceFrame had been overlooked, and the cpp files still used the old names. Also ripgrep'ed it all to find some forgotten references.
* rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-141-1/+1
| | | | String.get_basename()
* Type renames:Juan Linietsky2017-01-115-27/+27
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Move tests again from core to mainRémi Verschelde2017-01-0827-0/+6203
As advised by @reduz, as tests depend on other libs.