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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)
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+23
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* Fix NavigationPolygon references in _bind_methodRémi Verschelde2016-02-171-2/+2
| | | | Also sync the doc accordingly
* -renamed function get_relative_transform() to ↵reduz2015-12-281-4/+4
| | | | | | get_relative_transform_to_parent(), makes more sense -fixed newly introduced bug in onready keyword, fixes #3155
* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-5/+5
| | | | | | | -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
* begin new serialization frameworkJuan Linietsky2015-02-151-3/+3
| | | | also got rid of STL dependency on triangulator
* New Navigation & Pathfinding support for 2DJuan Linietsky2015-02-141-0/+450
-Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)