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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-082-0/+2
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-052-110/+90
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-052-0/+56
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-18/+18
| | | | | | 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 Braam2017-02-131-6/+6
| | | | This saves typing and is a step towards fixing #56
* WIP new AudioServer, with buses, effects, etc.Juan Linietsky2017-01-212-0/+376
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* Oops! Audio engine has vanished :DJuan Linietsky2017-01-158-2216/+0
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-4/+8
| | | | | 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.
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-042-16/+16
| | | | | | -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 Linietsky2017-01-028-117/+117
| | | | | | | | 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 Verschelde2017-01-018-8/+8
| | | | | | | | 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!
* style: Fix PEP8 whitespace issues in Python filesRémi Verschelde2016-11-011-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
* SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-171-0/+2
| | | | Also switch existing shebangs to "better" /usr/bin/env python.
* only call finished signal when it really finishes, closes #5222Juan Linietsky2016-06-292-3/+9
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* -Added trigger mode to tracks, useful for properties that work as triggers, ↵Juan Linietsky2016-06-191-1/+1
| | | | | | such as playing a sample, an animation, etc. -Better interpolation of discrete tracks, fixes #4417
* fix crash in SamplePlayer, closes #5005Juan Linietsky2016-06-111-2/+2
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* -Added configuration warning system for nodesJuan Linietsky2016-05-172-0/+10
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* tiny fix to loop restart (#4358)Alex2016-04-181-1/+1
| | | Closes #4355
* Doc: fix type of stream objectRémi Verschelde2016-04-071-2/+2
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* -Fixed bug with event player crashing, closes #3687Juan Linietsky2016-02-201-0/+2
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* -Made some icon data types smaller so they take up less spaceJuan Linietsky2016-02-111-0/+2
| | | | -Fixed sample import plugin, makes samples sound strange in smp when limited hz
* -make stream player and time restore state properly if removed, fixes #1949Juan Linietsky2016-02-022-2/+13
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* Documented AudioServserSW, EventPlayer and EventStream*. Corrections on ↵Ovnuniarchos2016-01-211-3/+3
| | | | AudioServer and Sample.
* Fix delay on audio stream pauseSaracen2016-01-031-1/+1
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* added a finished signal to StreamPlayer, closes #2249Juan Linietsky2016-01-021-0/+3
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* Update copyright to 2016 in headersGeorge Marques2016-01-018-8/+8
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* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-282-7/+5
| | | | | 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).
* -another approach to solving the deadlock problem :|Juan Linietsky2015-12-212-1/+7
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* -different attempt to avod deadlock problemJuan Linietsky2015-12-212-3/+5
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* -Fix to progress dialog, speding it upJuan Linietsky2015-12-212-5/+3
| | | | | -Fix potential deadlock in stream player -Fix collada to support broken files from ColladaMaya
* Cosmetic fixes to SCons buildsystemRémi Verschelde2015-11-011-2/+0
| | | | | | - Removed trailing spaces - Made sure all indentation is done using tabs (fixes #39) - Potentially fixed an identation issue for openssl check
* -some fixes to audioJuan Linietsky2015-11-011-4/+6
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* -some fixes to where screen is read from rasterizerJuan Linietsky2015-10-191-0/+2
| | | | | -fixed bug in ogg vorbis looping -properly flushing audiostream rb when stopping
* Please enter the commit message for your changes. Lines startingAriel Manzur2015-10-082-4/+4
| | | | removed locks
* Fix return type of get_reverb_roomRémi Verschelde2015-09-262-5/+5
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* Fix default/filter/* parsing in _getRémi Verschelde2015-09-261-2/+2
| | | | | Closes #2542. The actual flaw was identified by @reduz. Also fix a typo.
* Fix some copy-paste mistakes in linear/db volume functionsRémi Verschelde2015-09-261-5/+5
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* Rename _voice_count to _polyphony in SamplePlayer to be consistent with ↵Rémi Verschelde2015-09-262-11/+13
| | | | SamplePlayer2D
* remove required argument from streamplayer (was a bug), make it default as ↵Juan Linietsky2015-09-211-1/+1
| | | | 0, closes #2492
* Rewrite of the AudioStream APIJuan Linietsky2015-09-092-33/+170
| | | | | | -Fixes long-standing issues regarding to playing a single stream multiple times simultanteously -Fixes wrong-looping, starting, caching, etc. Issues resulting from bad original design -Allows more interesting kinds of streams (stream graphs with streams inside streams!) in the future
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-1/+1
| | | | | | | | 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 Linietsky2015-04-188-8/+8
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* -refresh play options in property when setting samplelibrary (#1016)Juan Linietsky2015-01-021-0/+1
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* -fix sound room params (was not working)Juan Linietsky2014-11-261-3/+3
| | | | | -fixes to DAE exporter -ios fixes (video)
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-053-14/+14
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* Huge Amount of BugFixJuan Linietsky2014-10-031-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
* More Bug FixesJuan Linietsky2014-09-171-1/+2
| | | | | | | | -=-=-=-=-=-=- -Fixed a few bugs in Mixer, now playback of chiptunes works great :) -Changed how visibility AABB generation from skeletons work, it's fully automatic and real-time now, generated from current skeleton pose for the frame. -Fixed camera in 3D kinematic character demo.
* Make String::right count from pos instead of pos+1marynate2014-05-131-1/+1
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-099-0/+2036