| Commit message (Collapse) | Author | Age | Files | Lines |
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-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
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Replaces the `extends` keyword with `is` in the context of testing for type compatibility.
`extends` is still used for declaring class inheritance.
Example:
```gdscript
extends Node2D
func _input(ev):
if ev is InputEventKey:
print("yay, key event")
```
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-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
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Use libsquish to decompress DXT textures.
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Those errors were introduced with #8821 (6fd217d). These functions need to return reference types, otherwise setting values on those containers does not work.
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this might cause bugs I haven't found yet..
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New customizable editor theme
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This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
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Add extended check option to GDFunctionState::is_valid()
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Also cleanup comments on variant types.
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When there was no terminate function defined in the library the exported variables would not update.
This fixes that.
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Fix gdscript autocomplete showing only paths
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[GDNative] added varcall and print
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removes MultiScript which was re-added in #8502 (aka 4c14700).
This feature didn't turn out to be as useful as most expected. It causes more troubles than it does good.
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Add some 🔥 to appease @reduz. Fixes #8692.
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Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
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Detect SSE/SSE2 for libsquish.
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Also move Box2D ConvexDecomposition contrib code to
thirdparty/b2d_convexdecomp.
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Fix AudioPlayer bugs with OGG
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I changed the loop in #8502, turns out it fixed the error I was facing but introduced a new one. This fixes both
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Script editor now automatically completes file paths in GDScript
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Added the ability to select files as base when creating scripts
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Fix property warnings and hide some debug prints
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"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.
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The very first Godot version (when it was open sourced) had "MultiScript" which lets you use multiple scripts on one object.
With the addition of mulitple new scripting languages (VisualScript, soon C# and GDNative) it can be of use to combine scripts rather than delegating (with huge maintainance cost) or creating child nodes
which could impact performance.
I used the code from 0b806ee as the base and made it work with the current master.
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External editor improvements and fixes
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Notable changes:
- Now ScriptLanguages have the option to override the global external editor setting.
If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used.
- Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`.
- `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from.
Fixes:
- Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor.
- Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit.
- `Script::get_member_line()` now returns -1 ("found nothing") by default.
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Support for space indentation
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