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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-2/+2
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-032-6/+6
| | | | 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
* Fix InputEvent actions.Andreas Haas2017-05-271-1/+1
| | | | | The `InputEvent::is_action(pressed|released)` methods weren't implemented yet. Also fixed a typo in `InputDefault` that prevented `Input.is_action(pressed|released)` from working.
* Fix echo key event handling.Andreas Haas2017-05-251-1/+1
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-206-120/+101
| | | | this might cause bugs I haven't found yet..
* Use new Godot icon consistently everywhereRémi Verschelde2017-05-172-0/+0
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-174-29/+13
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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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* 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.
* | 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).
* | Fix joystick crash when mapping is -1darkoff92017-04-101-0/+1
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* | Re-add ouya gamepad mapping.Andreas Haas2017-04-101-0/+2
| | | | | | | | Also adds yet another type of ps4 controller.
* | Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-103-25/+25
| | | | | | | | | | | | | | | | 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
* | Restored (And auto-generated) splash imageJuan Linietsky2017-04-095-1425/+50
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* | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-0833-0/+33
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* | Merge pull request #8308 from RandomShaper/optimize-out-debug-n-non-toolsRémi Verschelde2017-04-071-0/+7
|\ \ | | | | | | Optimize-out some debug and/or non-tools methods
| * | 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).
* | | New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-1/+3
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* | Fix warped mouse panning on LinuxPedro J. Estébanez2017-04-031-1/+16
|/ | | | Fix/improve it also on certain edge cases for any platform
* Input: Update Gamepad mappings.Andreas Haas2017-04-021-12/+34
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* Initialize hat values for mapping and revert X360 mappings.Jordan Patterson2017-03-311-2/+7
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* Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-262-49/+46
| | | | | The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
* Merge pull request #8137 from Hinsbart/mbutton_posRémi Verschelde2017-03-241-0/+5
|\ | | | | Input: Update mouse position on mouse-button events.
| * Input: Update mouse position on mouse-button events.Andreas Haas2017-03-241-0/+5
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* | Merge pull request #8109 from RandomShaper/warped-panningRémi Verschelde2017-03-242-0/+12
|\ \ | | | | | | Implement warped mouse panning for 2D & 3D editors
| * | Implement warped mouse panning for 2D & 3D editorsPedro J. Estébanez2017-03-222-0/+12
| |/ | | | | | | | | Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future
* / Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
|/ | | | From https://github.com/lucasdemarchi/codespell
* Input: bind parse_input_event()Andreas Haas2017-03-191-1/+2
| | | | | | | | | | When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree. However, you won't get any of the benefits of the Input singleton: - No InputMap actions will be emitted - The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event. This is fixed by using `Input.parse_input_event(ev)` instead. I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0533-2595/+2213
| | | | | | | | | | | | | | | | | | | | | | | | 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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* 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
* 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 #7862 from Hinsbart/joypad_connectionsRémi Verschelde2017-02-262-0/+16
|\ | | | | Better handling of joypad device IDs.
| * Better handling of joypad device IDs.Andreas Haas2017-02-262-0/+16
| | | | | | | | | | | | | | Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself. This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code). For now, it's implemented for the main desktop platforms. Possible targets for future work: android, uwp, javascript
* | 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 Linietsky2017-02-212-2/+2
|/ | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-132-3/+3
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* 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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* Merge pull request #7649 from Faless/fix_input_masterRémi Verschelde2017-02-021-9/+6
|\ | | | | Keyboard Input modifiers do not block actions.
| * Keyboard Input modifiers do not block actions.Fabio Alessandrelli2017-01-251-9/+6
| | | | | | | | | | | | | | | | | | | | This means, if you press "F" while holding "shift" and there is and action registered for "F" that action should be pressed. This commit restore this behaviour, lost when implementing is_action_just_pressed. If you want "blocking modifiers" you should code it via script. Fixes 6826