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* | -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-0/+4
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* -added a check for setget while running the game , closes #1009Juan Linietsky2015-01-031-3/+50
| | | | -fixed issues in tilemap editor (swap arrows not showing/hiding properly)
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2014-12-212-10/+56
|\ | | | | | | | | | | | | Conflicts: modules/gdscript/gd_editor.cpp Improved code completion for InputEvent (shows members by type)
| * FixesJuan Linietsky2014-12-202-10/+56
| | | | | | | | | | | | | | | | -=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes
* | Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2014-12-201-1/+1
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| * Fix crash when gd-script _init failsanikoyes2014-12-181-1/+1
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* | -improved completion options for InputEvent, shows all event types nowJuan Linietsky2014-12-181-24/+71
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* oops, C++11 makes me screw upJuan Linietsky2014-12-171-2/+2
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* -fixed crash reported by n-pigeonJuan Linietsky2014-12-162-1/+12
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* -fix compilation issueJuan Linietsky2014-12-162-33/+21
| | | | | -fix missing built-ins in completion -fix parse error
* New Code CompletionJuan Linietsky2014-12-167-396/+1379
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* compilation fixJuan Linietsky2014-12-081-1/+6
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* Small FixesJuan Linietsky2014-12-081-21/+279
| | | | | | | | -=-=-=-=-=- -Bug in navmesh demo fixed -Bug in variant -Better Collada Exporter supports proper names of exported shapekeys
* more bugfixesJuan Linietsky2014-12-071-0/+2
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* Batch of BugfixesJuan Linietsky2014-12-075-44/+156
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* missing navmesh demo and small fixesJuan Linietsky2014-11-191-0/+2
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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.
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-1/+22
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* Bug FixesJuan Linietsky2014-11-028-22/+48
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* -Much improvement to baked light bakerJuan Linietsky2014-10-279-68/+132
| | | | | | | -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
* Merge pull request #823 from grabiller/#821Juan Linietsky2014-10-271-3/+11
|\ | | | | Fix issue #821: GDScript now accepts single quoted as well as double quoted strings.
| * Fix issue #821: GDScript now accepts single quoted as well as double quoted ↵Guy Rabiller2014-10-261-3/+11
| | | | | | | | strings.
* | - Fix issue #391: GDScript now reduce constant expressions to constant and ↵Guy Rabiller2014-10-271-5/+21
|/ | | | forbids constant assignment after being defined.
* Little BitsJuan Linietsky2014-10-123-2/+31
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* Build System ChangesJuan Linietsky2014-10-071-1/+0
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= Build System: -Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions). -Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test. Engine: -Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time). -Added ability to open scenes even if a node type was removed (will try to guess the closest type). -Removed deprecated node types.
* -variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky2014-09-223-5/+65
| | | | | | | | | | | properties (#718) -WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel
* Fixed too many little issues, check the issues closed today.Juan Linietsky2014-09-211-4/+21
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* - more fixes on #672 on windowsJuan Linietsky2014-09-192-2/+7
| | | | | | - added #660, but need help on osx, help please I don't have a mac! - fixed #667 and #668 (eol detection in comments) - added #670 (hint when using method without () )
* Fixing Issues...Juan Linietsky2014-09-192-12/+18
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-158-55/+374
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 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.
* Little BitsJuan Linietsky2014-08-141-1/+1
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* Misc FixesJuan Linietsky2014-06-273-8/+23
| | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* More 3D WorkJuan Linietsky2014-06-165-1/+26
| | | | | | | | -=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
* Light Baker!Juan Linietsky2014-06-113-16/+92
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* -Fixed bug in "extends"Juan Linietsky2014-05-242-0/+12
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* Making Godot Easier to Use..Juan Linietsky2014-05-246-6/+104
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* A bit of everything:Juan Linietsky2014-05-141-0/+1
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* Fixes to constants in scopeJuan Linietsky2014-05-022-32/+47
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* -Fixes to OpenSSL compilation (more)Juan Linietsky2014-05-013-10/+22
| | | | -Fix bug in GDScript, now static functions can call static functions.
* -HttpClient: ’Content-Length’ is added to httprequest if not provided in ↵Juan Linietsky2014-04-053-0/+35
| | | | | | | | | the headers and a body exists -expressions in GDScript can take multiple lines if inside parenthesis (python-like) -Added \ to force linebreaks to GDscript (python-like) -added exclude objects from raycast -fixed crashes
* -Support for changing fontsJuan Linietsky2014-04-052-1/+14
| | | | | | | -Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2014-03-131-0/+1
|\ | | | | | | | | | | Conflicts: modules/multiscript/register_types.cpp platform/android/java/src/com/android/godot/GodotLib.java
| * fix gdscript path parse errorsanikoyes2014-03-111-0/+1
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* | -fix bug in cache for atlas import/exportJuan Linietsky2014-03-132-1/+41
|/ | | | | | | | | | -fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now
* -scripts are converted to bytecode on exportJuan Linietsky2014-02-258-325/+898
| | | | -fix bug in doc where touchscreen events were not documented
* -moved script to modulesJuan Linietsky2014-02-2417-0/+10705