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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+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! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+14
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* It seems everyone misses the polygon decomposer output, fixes #3069Juan Linietsky2016-01-101-1/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Improved convex decomposer for CollisionPolygon2D, fixes #2336Juan Linietsky2015-12-311-3/+49
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* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-2/+2
| | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
* -collision debug is shown above all else, fixes #2985Juan Linietsky2015-12-121-0/+6
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* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-18/+82
|\ | | | | | | | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
| * Ability to keep collisionshapes and collisionpolygons when running the game.reduz2015-09-151-15/+69
|/ | | | | | | | | | Works for 2D and 3D These are still just helpers in case you want to animate them or access them directly. Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape. Have Fun!
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* android fixes, please testJuan Linietsky2015-03-231-0/+12
| | | | (can' t build android atm)
* FixesJuan Linietsky2014-12-201-1/+21
| | | | | | | | -=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* CollisionPolygon (3D)Juan Linietsky2014-09-161-1/+2
| | | | Workaround for round() on PC.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+187