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* Added a name/path description when there is an error in the Animation TrackMarcelo Fernandez2017-10-071-8/+8
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* Renamed fixed_process to physics_processAndreaCatania2017-09-306-21/+21
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* Rename pos to position in user facing methods and variablesletheed2017-09-204-15/+15
| | | | | | | | | | | 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 enums bindingsMaxim Sheronov2017-09-131-0/+3
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Many fixes to visual script, changed virtuals override for a proper selector.Juan Linietsky2017-09-121-0/+1
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* Fix AnimationTreePlayer bogus argument nameRémi Verschelde2017-09-011-1/+1
| | | | Regression from 6fa6149517b974fccd97e41f6b0a6466c83473fc.
* Fix some argument ordering, closes #10010Juan Linietsky2017-09-012-2/+2
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* Cleaned up logic in Tween::_tween_process(), fixes #9187cryptonaut2017-08-291-14/+10
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* Dead code tells no talesRémi Verschelde2017-08-271-16/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-279-9/+9
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-243-12/+12
| | | | | | | | | | | | 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/
* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-213-29/+29
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-203-29/+29
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* | Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-3/+4
|\ \ | |/ |/| Adds Engine::is_editor_hint() method
| * Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-3/+4
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* | Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-163-16/+16
|/ | | | Fixes #10244.
* Removes type information from method bindsIgnacio Etcheverry2017-08-102-5/+5
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-073-14/+14
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* Fixed some string names and animation playback options, closes #9446Juan Linietsky2017-08-061-1/+1
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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-4/+4
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* Fix autoplay animation starts from last editor state #8976Poommetee Ketson2017-05-311-0/+1
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-1/+1
| | | | | | | | 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 lineRémi Verschelde2017-04-089-0/+9
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* Honor the Tween's final valuesShin-NiL2017-03-301-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-059-2621/+2063
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Inf and NaN support added to GDScript.Saracen2017-02-281-1/+1
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* Merge pull request #6462 from RandomShaper/fix-improve-anim-blendRémi Verschelde2017-02-271-17/+8
|\ | | | | Fix/improve AnimationPlayer blending logic
| * Fix/improve AnimationPlayer blending logicPedro J. Estébanez2016-09-121-17/+8
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* | Tween: Fix undefined behavior found by static code analyzer.Andreas Haas2017-02-221-1/+2
| | | | | | | | Adresses the issue mentioned in https://software.intel.com/en-us/articles/the-ultimate-question-of-programming-refactoring-and-everything
* | Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-134-135/+135
| | | | | | | | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* | Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-133-5/+5
| | | | | | | | This saves typing and is a step towards fixing #56
* | Fix tween Transform2D typosanikoyes2017-02-071-3/+3
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* | Merge pull request #7002 from RandomShaper/vcs-friendlinessJuan Linietsky2017-01-252-9/+12
|\ \ | | | | | | Greater VCS friendliness
| * | Improve .tscn VCSPedro J. Estébanez2017-01-162-9/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Serialize dictionaries adding newlines between key-value pairs Serialize group lists also with newlines in between Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders) Bonus: Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file. This PR is back-compat; won't break the load of existing files.
* | | Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-2/+2
| | | | | | | | | | | | | | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* | | Style: Fix statements ending with ';;'Rémi Verschelde2017-01-163-3/+3
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* | | removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-142-10/+10
| | | | | | | | | | | | added a check to detect this case in the future
* | | Style: Fix whole-line commented codeRémi Verschelde2017-01-142-8/+10
| | | | | | | | | | | | | | | 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.
* | | renamed tween animationplayer scale functions to speed_scaleJuan Linietsky2017-01-134-14/+14
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* | | Tween: Rename times_in_sec (sic) param to durationRémi Verschelde2017-01-132-58/+58
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* | | Renamed most signals so they refer to:Juan Linietsky2017-01-123-8/+8
| | | | | | | | | | | | | | | -An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
* | | Type renames:Juan Linietsky2017-01-112-25/+25
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* | | - _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky2017-01-103-16/+16
| | | | | | | | | | | | | | | | | | | | | use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
* | | Renamed finished to animation_finished, also passes the animation name when ↵Juan Linietsky2017-01-081-2/+2
| | | | | | | | | | | | finished
* | | Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-073-5/+5
| | | | | | | | | | | | renamed to PoolVector
* | | -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-043-9/+11
| | | | | | | | | | | | | | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* | | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-028-139/+139
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-01-019-9/+9
| | | | | | | | | | | | | | | | | | | | | | | | 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!
* | | Merge pull request #7000 from m4nu3lf/masterRémi Verschelde2016-11-022-17/+4
|\ \ \ | | | | | | | | Fixed Mix nodes in Animation Tree Player