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path: root/modules/gdscript/register_types.cpp
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* Exclude GDScriptSyntaxHighlighter from non-tool buildsPaulb232018-04-201-1/+1
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* Renamed GDSyntaxHighlighter to GDScriptSyntaxHighlighterPaulb232018-04-041-1/+1
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* Abstracted the syntax highlighter from text editPaulb232018-04-021-0/+2
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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 Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* GDScript files are converted to binary on export now.Juan Linietsky2017-12-141-0/+44
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* GDScript: Refactor "GD" class prefix to "GDScript"Rémi Verschelde2017-11-161-3/+2
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* Dead code tells no talesRémi Verschelde2017-08-271-102/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-17/+11
| | | | | | | | | | | | | | | | | | | | | | | | 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.
* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-3/+4
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* rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-141-2/+2
| | | | String.get_basename()
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-3/+3
| | | | | | | | 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()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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 crashes with thread_exit()Juan Linietsky2016-06-261-1/+1
| | | | -Added draft of C script API (still disabled and unused)
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-11/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* UDP FixesJuan Linietsky2014-11-131-1/+1
| | | | | | | | | | | | | | -=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did.
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-2/+2
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* Light Baker!Juan Linietsky2014-06-111-13/+65
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* -scripts are converted to bytecode on exportJuan Linietsky2014-02-251-1/+55
| | | | -fix bug in doc where touchscreen events were not documented
* -moved script to modulesJuan Linietsky2014-02-241-0/+46