| Commit message (Collapse) | Author | Age | Files | Lines |
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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)
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Fix #7055
(cherry picked from commit c0e87f2a248af48b22f414ecc00df2631a715eac)
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(cherry picked from commit 8639d6e806379bc5c0517851f5c6ff5ecbad51d4)
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Side effect is that label min-size will now take into account
kerning.
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resize upwards and costing considerably CPU usage.
It has been changed so it won't resize the UI when modified.
This will make the code editor feel a lot smoother.
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
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caused by #5030
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fix line_edit draw char(x ofs_max)
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-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
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- fixed end of string adding to Label minsize
- exposed set_clip_text() and is_clipping_text() to the script side
- text would now never stick outside its boundaries
- label min-height is now restricted by max_lines_visible
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- no longer inherits Range - instead, more sensible
function names controlling lines visible
- more accurate vertical alignment
- percent_visible preserved even after setting new text
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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.
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changed non-separatable character detection so latin works properly.
This is probably incorrect. If you speak chinese, korean or japanese,
please help me fix it. closes #1935
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*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
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-=-=-=-=-=-=-=-=-=-=-
-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)
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