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2018-01-30Expose a few GraphEdit methods to script languagesGeorge Marques2-0/+86
2018-01-30Add interface for plugins to enable/disable other pluginsGeorge Marques3-0/+34
2018-01-30ProjectSettings: Disallow adding properties without name.Andreas Haas1-1/+10
2018-01-31AudioEffectReverb: max predelay_feedback to 0.98Poommetee Ketson1-2/+2
2018-01-30Display set_nodelay to GDScriptMarlon Henry Schweigert9-7/+18
Pass enabled arg Rename set_nodelay to set_no_delay Add description to the method Change description
2018-01-30[macOS] Strip executable when `separate_debug_symbols` is set to yesbruvzg1-0/+1
2018-01-30Viewport doc improvementsChaosus1-0/+38
2018-01-30Ability to import .escn files, which is just a .tscn but with forced import.Juan Linietsky5-0/+43
This works together with the new Blender to Godot exporter.
2018-01-30Fix wrong return type of xform functionsPoommetee Ketson3-14/+14
2018-01-30Bump version to 3.1-devRémi Verschelde1-2/+2
On the road again!
2018-01-29Bump version to 3.0-stable \o/3.0-stableRémi Verschelde1-1/+1
Congratulations to everyone in the Godot community for the tremendous work done on this release since 18 months, with hundreds of contributors pushing almost 7500 commits with more than 3000 PRs and closing over 2000 issues (and fixing even more than that, as many work-in-progress bugs were fixed before an issue could be filled). Godot 3.0 is definitely our biggest and boldest release so far, and we want to thank the whole community for their unswerving support during this long wait. From there on, there is a lot of work to do to strengthen the foundations that we built with 3.0, fixing the bugs that the many refactorings probably introduced, optimizing new features and enhancing the usability again... The 3.x era should be a fruitful one for Godot, and we hope that you will continue using it to create awesome 2D and 3D games and increase the notoriety of your favourite engine in the game development industry. And now, let's all start waiting for 3.1...
2018-01-29Fix Copy/Paste problems on X11Hein-Pieter van Braam1-11/+29
The target of the TARGETS type should be XA_ATOM and not XA_TARGETS when requested. Since we are sending a number of ATOMS the size should be set to the integer size and not the char size. The size field of the atoms is also the number of atoms and not the size of the array. This caused some clients to wrongly interpret the data and read garbage in the X11 packet. I also add the more modern representation for UTF-8 and clarify the error message if a client attempts to request a type we don't know about. This fixes #10431
2018-01-29Implement OS::get_processor_count() for WindowsHein-Pieter van Braam2-0/+33
Current this is hardcoded as '1' for any platform except Unix. The little is_wow64() dance is required to get correct output on a 32bit compiled godot running on 64bit Windows according to MSDN. This code should be UWP safe but I have no way to test that so it's not implemented for UWP yet.
2018-01-28Allow focus on disabled buttonsHein-Pieter van Braam1-4/+0
This behavior better matches other gui toolkits. A selected disabled button still can't be interacted with but it can now be selected. This seems to be what QT and GTK do also. This fixes #16131
2018-01-28ProjectManager: prevent installing project template in non-empty dirPoommetee Ketson1-11/+8
2018-01-27Mono: Fix method_bind fields being generated as instance membersIgnacio Etcheverry1-2/+1
2018-01-27Fix inverted RIGHT/LEFT TOP/BOTTOM Camera2D drag margin in runtime (editor ↵robfram1-4/+4
works fine). Fix #16095.
2018-01-27Mono: Fix build errors with tools=no and target=releaseIgnacio Etcheverry2-0/+12
2018-01-27Use the appropriate Variant hash and compare functions for DictionariesHein-Pieter van Braam1-13/+8
Dictionaires did not use the VariantHasher and VariantComparator making them unsafe for use with NaN values as keys. This PR uses the appropriate Variant implementations for these functions. var d = {} d[Vector2(NAN, NAN)] = 0 d[Vector2(NAN, NAN)] = 0 print(d.size()) will now output '1' and not '2' This fixes #16031
2018-01-273DEditor: fix multiple node selection crash the editorPoommetee Ketson1-3/+0
I'm not sure about this fix. This seems to also fixes the weird selection bug where when selecting node 1 to 3 it focuses on 2nd node.
2018-01-26Fix macOS build after #16092bruvzg1-1/+1
2018-01-26Make separate debug symbols opt-inHein-Pieter van Braam6-3/+6
This adds a separate_debug_symbols option to the x11, windows, and osx targets. This will default to adding normal debugging symbols to the artifacts and only splits them when separate_debug_symbols=yes on the Scons command line.
2018-01-27TemplateManager: hold shift to open link in browserPoommetee Ketson1-1/+8
2018-01-26Bullet: allow unbundling only if > 2.87Rémi Verschelde2-6/+6
Looks like we are using cutting edge methods which are not even if the current stable 2.87.
2018-01-26Fix remove_dll_directory crash when cookie is nulldjgaspa1-2/+2
2018-01-26Update ProjectSettings description to correct usagevolzhs1-1/+1
Fix #16078
2018-01-26Mono: Don't defer call to dispose queue objects when finalizing domainIgnacio Etcheverry1-5/+7
It's going to be called anyway after `mono_domain_finalize`. This also prevents crashes, since the MessageQueue singleton could already be freed at this point (see: #15702).
2018-01-25Mono: Fix NodePath and RID bindingsIgnacio Etcheverry4-43/+141
2018-01-25i18n: Sync translations with WeblateRémi Verschelde3-131/+138
2018-01-25Dist: Update manpage and macOS version stringRémi Verschelde2-9/+12
2018-01-25Fix shortcut conflictRazah1-6/+3
fix https://github.com/godotengine/godot/issues/16054 The clone_down shortcut that conflicts with the "editor / play" shortcut has been replaced by "SHIFT + COMMAND + C" instead of "COMMAND + B" on macOS
2018-01-25Remove duplicate "autoplay" propertyBojidar Marinov1-7/+0
Part of #16051
2018-01-25Disable OpenSSL module in HTML5 platform by defaultLeon Krause1-0/+5
2018-01-25doc: Fix references to online tutorials after godotengine/godot-docs#1015Rémi Verschelde69-78/+78
2018-01-25doc: Sync with current sourceRémi Verschelde487-489/+489
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
2018-01-24Fix mixed use of tabs and spacesKurtis Harms1-3/+3
2018-01-25Fix VisualServer.free conflicting with Object.freeMarc Gilleron1-1/+1
2018-01-24removed debug printAriel Manzur1-1/+0
2018-01-24- Improves portability in joystick buttons enumAriel Manzur3-10/+17
- Fixes linking bug in modules split library
2018-01-25maximum recent files increment fixRazah1-1/+1
2018-01-24Update AUTHORS listRémi Verschelde1-1/+3
Adds @Nutriz and @nounoursheureux.
2018-01-24doc: Sync with current sourceRémi Verschelde1-3/+3
2018-01-24i18n: Sync translations with WeblateRémi Verschelde12-957/+885
2018-01-24Silence verbose stderr info message on X11Rémi Verschelde1-1/+1
2018-01-24Fix bug in color docChaosus1-2/+1
2018-01-24Improved stabilization of ray shape in BulletAndrea Catania1-3/+10
2018-01-24Rotate Control node with respecting pivot offsetvolzhs1-2/+2
2018-01-24Fix HTML5 JS API setResizeCanvasOnStartLeon Krause1-8/+3
2018-01-24Fix CSharpInstance::call not initializing CallErrorIgnacio Etcheverry1-2/+7
2018-01-23Print FPS setting now only prints the game FPSZephilinox1-1/+1