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2017-06-23GdScript: Add signal autocompletion to emit_signal functionMariano Suligoy1-1/+1
2017-06-23Image: Fix wrong method DEFVALIgnacio Etcheverry1-1/+1
2017-06-22Fix shortcuts, make them visible again and work.Juan Linietsky3-1/+44
2017-06-22project and scene swapped, sorry could never get used to it :(Juan Linietsky1-31/+30
Also reorganized menus a bit.
2017-06-22Fixed bug regarding to two spatial 2d players not mixing properlyJuan Linietsky1-6/+6
2017-06-22Fix possible crash in joy_axis (fixes #4944).Marcelo Fernandez1-0/+2
2017-06-22Order of 2D nodes in tree affects drawing properly again.Juan Linietsky2-0/+20
2017-06-22Properly exposed material types everywhere.Juan Linietsky6-6/+14
2017-06-22Fix tools=no buildRémi Verschelde1-0/+3
This house is falling apart when I'm not around...
2017-06-21-Moved NinePatch to shader, saves a ton of draw calls rendering UIJuan Linietsky5-63/+164
-Implemented missing stretch modes, now tile and tile fit work
2017-06-21highlight the correct error line in shader editorNuno Donato1-1/+1
2017-06-212D GPU Particles working..Juan Linietsky21-1268/+967
2017-06-20fixed ptrcall cast for const Ref<T>Karroffel1-1/+1
Some methods require a const Ref<T> argument, the ptrcall method wrappers cast `void *` to the apropriate types. The problem is that there is no `Ref(const T *)` constructor, but since Ref modifies the refcount of a Reference anyway there's no point in a const version. The problem is that with a `const T *` constructor call, the argument gets converted to Variant first and loses all the reference information, resulting in a null reference as the argument to the constructor.
2017-06-20Fix EditorImportPlugin::get_preset_countAndreas Haas2-2/+2
Was missing a const...
2017-06-20Fix regresion on Texture Region Editor Plugin. Fixes#9282Mariano Suligoy1-1/+1
2017-06-20Make the Windows icon file smallerHugo Locurcio1-0/+0
This results in slightly more compact Godot Windows binaries.
2017-06-19Fixed a string class bugdumitru-stama1-1/+1
2017-06-19Remove Duplicate IncludeShockblast1-1/+0
Also solves a problem with AnimatedSprites, when you add sprites for the animation the engine crash
2017-06-20Add null-check to get_normal_frameBenjamin Dahse1-1/+1
2017-06-19Add documentation to compression functionsGeorge Marques1-0/+42
2017-06-19Add compression support for File objectGeorge Marques2-0/+32
2017-06-19Add basic compression functions to PoolBaseArrayGeorge Marques1-0/+41
2017-06-19Update HTML5 platform for new InputEventsL. Krause1-95/+96
2017-06-19Fix ColorPicker's screen pick functionalityMariano Suligoy3-19/+23
2017-06-19Fix image lock on preview image generatingKonrad Nowakowski1-1/+2
2017-06-18Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky14-41/+92
scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
2017-06-18-Added AudioStreamPlayer2D, for 2D positional soundJuan Linietsky9-54/+680
-Added ability for Area2D to redirect positional sound to a specific audio bus
2017-06-18Added two new methods to 3.0 'blend_rect_mask' and 'fill'd3-0/+164
2017-06-18Added normalmap support to stylebox and animated sprite.Juan Linietsky4-2/+49
2017-06-17Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky18-155/+306
support in Sprite so far.
2017-06-18[GDNative] added GDN_EXPORT macro for librariesKarroffel1-0/+7
Up until now there only was GDAPI which was used for the procedures Godot exposes.
2017-06-17-Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ↵Juan Linietsky5-6/+12
make it more GLSL compatible -Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353
2017-06-17Fix transparent background rendering, closes #8703Juan Linietsky6-8/+23
Properly implemented UPDATE_WHEN_VISIBLE mode for viewports
2017-06-17Particles properly update the shadow maps, closes #8815Juan Linietsky4-0/+55
2017-06-17Added option to not save a scene when played.Kryptocron1-3/+4
2017-06-17doc: Sync classref with current sourceRémi Verschelde1-113/+491
2017-06-17etc: Do not overestimate number of CPU threadsRémi Verschelde1-1/+1
The *2 factor between cores and threads of most modern CPUs is already taken into account in get_processor_count().
2017-06-17Fixed decompression of vertex colorsFabian Mathews1-1/+1
2017-06-16-Fix freezes caused by etccomp2, closes #9183Juan Linietsky22-57/+180
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16Fixed a bug in get_pixel not being constdumitru.stama2-2/+2
2017-06-17Fixed decompression of normalsFabian Mathews1-3/+4
2017-06-17fix sliders for primitivesBastiaanOlij1-23/+22
2017-06-16Fix EditorFileSystem duplicating root folder in new foldersBojidar Marinov2-2/+7
Also, add some uninitialized variables into constructors (I like to applease cppcheck). Also, remove unused md_count. Fixes #3662.
2017-06-16Complete changing of resource extensionsGeorge Marques12-21/+20
Some places were missing in e42d59f.
2017-06-17Fix scene tab color not updated when theme changedvolzhs1-0/+2
2017-06-16Add more recent contributors to AUTHORSRémi Verschelde1-1/+16
2017-06-16Fixed ‘CreateNewAnimation’ window wrong size.ageazrael1-8/+7
2017-06-16Add sensible hints to propertiesBastiaanOlij1-25/+25
2017-06-16[GDNative] corrected typo for Mac library ext.Karroffel1-3/+3
Seems like the extension is .dylib and not .dynlib. This should make it easier to select files from the editor.
2017-06-16Godot 3.0 primitives as resources for use with MeshInstanceBastiaanOlij12-533/+1778
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