| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Revert "Prevent visibility notification from being called twice in object ↵ | Rémi Verschelde | 2018-06-05 | 1 | -2/+1 |
| | | | | | creation" | ||||
| * | Revert "Revert "Prevent visibility notification been called twice in object ↵ | Rémi Verschelde | 2018-05-31 | 1 | -1/+2 |
| | | | | | | | | | | creation"" This reverts commit 4d277b96ad581358f63870ae051dc73b69c82cd7. Woops, this wasn't meant to be committed. I just reverted it locally to test something, nothing wrong with the original commit :) | ||||
| * | Revert "Prevent visibility notification been called twice in object creation" | Rémi Verschelde | 2018-05-31 | 1 | -2/+1 |
| | | | | | This reverts commit d42b17607ef14aeb72036f8747eb4d5c64979872. | ||||
| * | Add no-blend canvas item render_mode | Bastiaan Olij | 2018-05-07 | 1 | -0/+2 |
| | | |||||
| * | Merge pull request #18172 from Chaosus/fix_notification | Rémi Verschelde | 2018-04-18 | 1 | -1/+2 |
| |\ | | | | | Prevent visibility notification from being called twice in object creation | ||||
| | * | Prevent visibility notification been called twice in object creation | Chaosus | 2018-04-13 | 1 | -1/+2 |
| | | | |||||
| * | | Merge pull request #17502 from groud/2Deditor_rect | Juan Linietsky | 2018-04-13 | 1 | -1/+10 |
| |\ \ | |/ |/| | Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent | ||||
| | * | Remove the selection rect for nodes that do not require it | Gilles Roudiere | 2018-04-03 | 1 | -1/+10 |
| | | | |||||
| * | | Removed strange custom world2d in CanvasLayer, been there since always and ↵ | Juan Linietsky | 2018-04-07 | 1 | -5/+3 |
| | | | | | | | | | | | | | not sure why. Fixes #17524, fixes #17523. | ||||
| * | | Document condition to avoid mistakes (like #17690) | Juan Linietsky | 2018-04-07 | 1 | -0/+6 |
| |/ | |||||
| * | 2D Skeletons WORK IN PROGRESS | Juan Linietsky | 2018-02-21 | 1 | -3/+3 |
| | | |||||
| * | Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. | Juan Linietsky | 2018-02-21 | 1 | -1/+19 |
| | | |||||
| * | Fix typos in code and docs with codespell | Rémi Verschelde | 2018-01-18 | 1 | -1/+1 |
| | | | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell | ||||
| * | Bind many more properties to scripts | Bojidar Marinov | 2018-01-12 | 1 | -3/+3 |
| | | | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added | ||||
| * | Add missing copyright headers and fix formatting | Rémi Verschelde | 2018-01-05 | 1 | -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 2018 | Rémi Verschelde | 2018-01-01 | 1 | -2/+2 |
| | | | | | Happy new year to the wonderful Godot community! | ||||
| * | -Ability to and unwrap lightmap coordinates on import | Juan Linietsky | 2017-12-09 | 1 | -0/+25 |
| | | | | | | | | | -Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away | ||||
| * | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | 2017-12-07 | 1 | -4/+4 |
| | | |||||
| * | -Fix particles with size==0, closes #13931 | Juan Linietsky | 2017-12-06 | 1 | -0/+5 |
| | | | | | -Fixed material previews (dont show sphere unless for spatial) | ||||
| * | Rework the canvas_item API for further improves to the canvas item editor | Gilles Roudiere | 2017-11-19 | 1 | -27/+19 |
| | | |||||
| * | Finalized ability to convert from CanvasItem/Spatial/Particles materials to ↵ | Juan Linietsky | 2017-11-14 | 1 | -0/+6 |
| | | | | | ShaderMaterial, closes #10242 | ||||
| * | Bind unbound enums, rearrange some by value | Poommetee Ketson | 2017-10-22 | 1 | -1/+1 |
| | | |||||
| * | Rename pos to position in user facing methods and variables | letheed | 2017-09-20 | 1 | -10/+10 |
| | | | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is. | ||||
| * | Fix unused variable warnings | Hein-Pieter van Braam | 2017-09-08 | 1 | -1/+0 |
| | | | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7 | ||||
| * | Automatically redraw when shaders using TIME are visible, fixes #10554 | Juan Linietsky | 2017-09-05 | 1 | -0/+1 |
| | | |||||
| * | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
| | | |||||
| * | Convert Object::cast_to() to the static version | Hein-Pieter van Braam | 2017-08-24 | 1 | -15/+11 |
| | | | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/ | ||||
| * | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | 2017-08-20 | 1 | -13/+14 |
| | | |||||
| * | Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵ | Juan Linietsky | 2017-08-19 | 1 | -6/+6 |
| | | | | | something else.. | ||||
| * | Removes type information from method binds | Ignacio Etcheverry | 2017-08-10 | 1 | -14/+14 |
| | | |||||
| * | Add object type hint for docs | Poommetee Ketson | 2017-07-19 | 1 | -3/+3 |
| | | |||||
| * | -Many fixes to VisualScript, fixed property names, etc. | Juan Linietsky | 2017-06-30 | 1 | -0/+23 |
| | | | | | | | -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458 | ||||
| * | Ability to restart particle system with a function call | Juan Linietsky | 2017-06-25 | 1 | -4/+15 |
| | | |||||
| * | BuildSystem: generated files have .gen.extension | Poommetee Ketson | 2017-06-25 | 1 | -1/+1 |
| | | |||||
| * | Small fixes required to get platformer to work. | Juan Linietsky | 2017-06-23 | 1 | -5/+195 |
| | | | | | Added back CanvasItemMaterial | ||||
| * | 2D GPU Particles working.. | Juan Linietsky | 2017-06-21 | 1 | -3/+11 |
| | | |||||
| * | Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵ | Juan Linietsky | 2017-06-18 | 1 | -3/+3 |
| | | | | | scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. | ||||
| * | Add normalmap support for drawing in all low level primitives. Only added ↵ | Juan Linietsky | 2017-06-17 | 1 | -17/+21 |
| | | | | | support in Sprite so far. | ||||
| * | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | 2017-05-20 | 1 | -2/+2 |
| | | | | | this might cause bugs I haven't found yet.. | ||||
| * | Rename [gs]et_pos to [gs]et_position for Controls | Sergey Pusnei | 2017-04-10 | 1 | -4/+4 |
| | | | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005 | ||||
| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
| | | |||||
| * | Fix build on older GCC versions | Rémi Verschelde | 2017-04-07 | 1 | -3/+1 |
| | | | | | | Travis builds would fail with: ./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive] | ||||
| * | New particle system, mostly working, some small features missing. | Juan Linietsky | 2017-04-06 | 1 | -124/+6 |
| | | |||||
| * | Fix more property names in _change_notify calls. | Andreas Haas | 2017-04-03 | 1 | -2/+2 |
| | | |||||
| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -367/+278 |
| | | | | | | | | | | | | | | | | | | | | | | | | | 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 | ||||
| * | Many fixes to make exported scenes work better, still buggy. | Juan Linietsky | 2017-02-15 | 1 | -2/+2 |
| | | |||||
| * | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | 2017-02-13 | 1 | -68/+68 |
| | | | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56 | ||||
| * | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | 2017-02-13 | 1 | -10/+10 |
| | | | | | This saves typing and is a step towards fixing #56 | ||||
| * | removed duplicated functions in class hierarchy that were bound more than once | Juan Linietsky | 2017-01-14 | 1 | -1/+1 |
| | | | | | added a check to detect this case in the future | ||||
| * | Style: Fix whole-line commented code | Rémi Verschelde | 2017-01-14 | 1 | -1/+1 |
| | | | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | ||||
