| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -166/+147 |
| | | | | | | | | | | | | | | | | | | | | | | | | | 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 | ||||
| * | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | 2017-02-13 | 1 | -14/+14 |
| | | | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56 | ||||
| * | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | 2017-02-13 | 1 | -7/+7 |
| | | | | | This saves typing and is a step towards fixing #56 | ||||
| * | WIP new AudioServer, with buses, effects, etc. | Juan Linietsky | 2017-01-21 | 1 | -1/+4 |
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| * | Renamed button functions to be more verboes, same with Range unit value -> ratio | Juan Linietsky | 2017-01-13 | 1 | -6/+6 |
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| * | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky | 2017-01-04 | 1 | -7/+9 |
| | | | | | | | -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 Linietsky | 2017-01-02 | 1 | -14/+14 |
| | | | | | | | | | 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 Verschelde | 2017-01-01 | 1 | -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! | ||||
| * | Explicitly initialize TextureProgress's initial angle value. | MarianoGNU | 2016-09-07 | 1 | -0/+1 |
| | | | | | | | | (Hopefully) Fixes #3856 Fixes #6426 Fixes #6344 | ||||
| * | remove trailing whitespace | Hubert Jarosz | 2016-03-09 | 1 | -3/+3 |
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| * | Update copyright to 2016 in headers | George Marques | 2016-01-01 | 1 | -1/+1 |
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| * | Clamp filling angle instead of normalize | MarianoGNU | 2015-10-19 | 1 | -5/+1 |
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| * | add missing default value | MarianoGNU | 2015-10-19 | 1 | -0/+1 |
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| * | Add fill_degrees to limitate radial filling | MarianoGNU | 2015-10-18 | 1 | -7/+27 |
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| * | Add fill modes. Clockwise, Counter-CW and center-offset | MarianoGNU | 2015-10-17 | 1 | -2/+163 |
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| * | Updated copyright year in all headers | Juan Linietsky | 2015-04-18 | 1 | -1/+1 |
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| * | GODOT IS OPEN SOURCE | Juan Linietsky | 2014-02-09 | 1 | -0/+124 |
