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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!
* Changed get_audio_bus and set functions to get_audio_bus_name and setMarcelo Paez2017-09-221-2/+2
| | | | and edited docs for Area2D due to renaming o get_audio_bus and set_audio_bus
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Added AudioStreamPlayer2D, for 2D positional soundJuan Linietsky2017-06-181-0/+10
| | | | -Added ability for Area2D to redirect positional sound to a specific audio bus
* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-5/+5
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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 Verschelde2017-03-051-22/+23
| | | | | | | | | | | | | | | | | | | | | | | | 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
* rename monitoring functionsJuan Linietsky2017-01-131-2/+2
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | 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!
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* New and corrected are override modes.Ovnuniarchos2015-12-141-1/+3
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* Merge pull request #1932 from Faless/gravity_distance_fullJuan Linietsky2015-06-071-0/+4
|\ | | | | Calculate gravity based on distance from body to gravity point
| * Calculate gravity based on distance from body to gravity point (2D)Fabio Alessandrelli2015-05-181-0/+4
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* | new file dialog!Juan Linietsky2015-06-061-0/+6
|/ | | | | | | | | -ItemList control for easier lists/thumbnails -New file dialog, with support for thumbnails, favorites, recent places, etc -Moved .fscache out of the project, no more bugs due to committed/pulled .fscache! -Dir dialog now sorts directories
* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-031-0/+8
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* add functions to test overlap with another body or areaJuan Linietsky2015-03-171-0/+2
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* Area2D can now detect overlap with other areasJuan Linietsky2015-03-171-0/+35
| | | | this should make everything simpler, specially for newcomers to Godot
* Changes to 2D physics engineJuan Linietsky2015-01-051-3/+7
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Removed "density" property -Added instead more flexible "angular damp" and "linear damp" -Added ability to override angular and linear damp in rigidbody -Added gravity scale option rigidbody Test well and iron out bugs, when it works the same will be moved to 3D
* Batch of BugfixesJuan Linietsky2014-12-071-0/+1
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -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!
* UDP FixesJuan Linietsky2014-11-131-0/+2
| | | | | | | | | | | | | | -=-=-=-=- 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 Linietsky2014-11-051-3/+3
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+122