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* Improved API to active / deactive ragdollAndrea Catania2018-05-101-17/+77
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* Implemented ragdollAndreaCatania2018-05-071-0/+113
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll a Implemented implicit hierarchy. Improved Added some physics properties Added bone offset to preserve COM, partially fixed scaling work in progress WIP wip Implemented Joint Gizmos Implemented pin joint joint Implemented all joints
* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-3/+3
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* 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.
* Avoid crashes in skeletonJuan Linietsky2018-01-031-2/+2
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* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* avoid error on setting skeleton from transform changedJuan Linietsky2017-12-291-0/+3
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* Missing transform notification for Skeleton.Juan Linietsky2017-12-291-0/+1
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* Use a different approach to update skeletons when transform changesJuan Linietsky2017-12-291-3/+15
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* Update the skeleton on transformJuan Linietsky2017-12-291-0/+3
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* Added more hacks to GLTF2 importer to support crap exporter (MakeHuman in ↵Juan Linietsky2017-12-281-1/+0
| | | | this case), fixes #13393
* Change skeleton processing to work on global coordinates, should help fix ↵Juan Linietsky2017-12-211-1/+6
| | | | many import problems from Blender, GLTF2, etc.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-3/+3
| | | | | | | | | | | | 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/
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-2/+2
| | | | Fixes #10244.
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-2/+2
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-212/+177
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-22/+22
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+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.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-22/+22
| | | | | | | | 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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-46/+1
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-46/+1
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | 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!
* make property not be applied in skeleton if not inside tree. This will ↵Juan Linietsky2016-06-291-7/+9
| | | | eventually e changed. Fixes #5205
* remove trailing whitespaceHubert Jarosz2016-03-091-55/+55
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* BoneAttachment fix.Saracen2015-11-021-1/+1
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* Added ability to set custom mouse cursors. Not hardware accelerated yet.Juan Linietsky2015-09-241-17/+82
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* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-4/+4
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-4/+4
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-0/+16
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* Little BitsJuan Linietsky2014-08-141-0/+10
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* Misc FixesJuan Linietsky2014-06-271-1/+1
| | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* -fixed bug importing skeletonsJuan Linietsky2014-02-231-3/+4
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+536