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* Merge pull request #2707 from akien-mga/masterJuan Linietsky2015-11-181-2/+0
|\ | | | | Cosmetic fixes to SCons buildsystem
| * 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
* | windows crash and bind placeholder methodAriel Manzur2015-11-141-0/+4
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* | -better integration of ndee's themeJuan Linietsky2015-11-132-4/+5
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* Merge pull request #2556 from volzhs/fix_miss_bind_findnodeJuan Linietsky2015-10-171-1/+1
|\ | | | | fix miss bind for Node::find_node
| * fix miss bind for Node::find_nodevolzhs2015-09-301-1/+1
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* | -fixes and more fixes to new scene system, seems stable now..reduz2015-10-164-11/+124
| | | | | | | | BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!!
* | Large improvements on scene packing and managementreduz2015-10-102-8/+83
|/ | | | | -Ability to edit and keep changes of instanced scenes and sub-scenes -Ability to inherit from other scenes
* Update documentation for TileSet and TimerRémi Verschelde2015-09-251-1/+4
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* fixed stupid bug caused by accidentally removed line before commitJuan Linietsky2015-09-201-0/+1
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* Ability to visually debug geometry visually:Juan Linietsky2015-09-204-3/+298
|\ | | | | | | | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
* | begin work on debugging collisions....Juan Linietsky2015-09-182-0/+17
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* live debug fixesJuan Linietsky2015-08-023-5/+86
| | | | removing node in live debugging fixed
* Live edit WORK IN PROGRESSJuan Linietsky2015-08-024-10/+469
| | | | | | | | | | 1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
* 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.
* Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-222-0/+12
| | | | | | | | | | | -ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
* missing changesJuan Linietsky2015-06-141-1/+1
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* made changing pivot simpler in 2D nodes (just press v with mouse over position)Juan Linietsky2015-06-121-2/+4
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* Added Node.find_node(mask) functionJuan Linietsky2015-06-082-0/+25
| | | | by popular request
* small description improvementJuan Linietsky2015-05-171-3/+3
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* added a built-in scene changer API, closes #1928Juan Linietsky2015-05-172-3/+88
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* -Added lookat/get_angle_to functions in 2D, and a demo, closes #1843Juan Linietsky2015-05-122-0/+7
| | | | -Added get_viewport().get_mouse_pos() to replace Input.get_mouse_pos(), closes #1838
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-05-102-9/+74
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| * - Implemented support for fixed process on timer. Useful for cooldowns ↵Hearto Lazor2015-05-102-9/+74
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | without the influence from framerate similar to animation player (idle/fixed mode), where idle mode = old timer, fixed mode = fixed process implementation: Example of the behaviour with a stream of bullets with timers on different frame rates: https://gfycat.com/HeartyImpressiveIndiancow - A change for more uniform ticks on fixed/idle without this fix: http://i.imgur.com/0TMQ6CG.png with this fix: http://i.imgur.com/3zYx16c.png
* | -convert to subscene keeps signal connections, fixes #1863Juan Linietsky2015-05-102-0/+37
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* -More strict argument type-checking, will make many bugs visible, fixes #1809Juan Linietsky2015-05-041-0/+1
| | | | -added NOTIFICATION_INSTANCED
* -fix timer behavior described, closes #1455Juan Linietsky2015-05-011-0/+2
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* -Changed Godot exit to be clean.Juan Linietsky2015-04-201-0/+1
| | | | | -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
* Updated copyright year in all headersJuan Linietsky2015-04-1816-16/+16
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* -function remove_and_delete_child removed. Just use child.free() or ↵Juan Linietsky2015-04-092-3/+4
| | | | child.queue_free() instead. Fixes #1603
* Merge pull request #1585 from ↵Juan Linietsky2015-04-071-0/+1
|\ | | | | | | | | UsernameIsAReservedWord/add_is_queued_for_deletion_in_objects add : bool Object.is_queued_for_deletion()
| * add : bool Object.is_queued_for_deletion()yg2f2015-03-281-0/+1
| | | | | | | | | | `object.is_queued_for_deletion()` return true if the object was `object.queue_free()` or `SceneTree.queue_delete(object)`.
* | Bullet shower demo crashed because of dynamic casting in the code for object ↵TheoXD2015-04-031-1/+1
|/ | | | picking. Making sure the object has an ID greater than 0 before typecasting solves it.
* fixes/cleans upJuan Linietsky2015-03-221-1/+5
| | | | | | -input now correctly works when using viewport scaling -added function to get areas/bodies in given point -added function to get space state directly from world
* input events on Area2D is now supportedJuan Linietsky2015-03-222-5/+61
| | | | also added a demo showing how this works
* added option to disable automatic clearing of viewport render bufferromulox_x2015-02-212-0/+29
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* fixes to mouse warpJuan Linietsky2015-02-142-0/+11
| | | | | | | | | -can warp now from viewport and control, in their respective coordinate systems -warp is now local to the window on Windows and OSX. IF YOU RUN OSX, PLEASE TEST THIS! And make sure it works!, new code is in OS_OSX::warp_mouse_pos. I don't have OSX so i can't test!
* Add Stop pause mode implementationmarynate2014-12-281-0/+5
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* New Code CompletionJuan Linietsky2014-12-162-0/+21
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* Merge pull request #916 from quabug/commitJuan Linietsky2014-12-082-0/+7
|\ | | | | Add move_child_notify method in Node class
| * use tab instead of spacequabug2014-12-031-1/+1
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| * Add move_child_notify method in Node classquabug2014-12-032-0/+7
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* | Batch of BugfixesJuan Linietsky2014-12-072-1/+5
|/ | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-058-197/+198
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* Bug FixesJuan Linietsky2014-11-022-4/+19
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* -Much improvement to baked light bakerJuan Linietsky2014-10-273-5/+34
| | | | | | | -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
* ColladaJuan Linietsky2014-10-142-2/+5
| | | | | | | | | | | | -=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
* Little BitsJuan Linietsky2014-10-123-1/+29
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* Remove camera check for 2D audio listener.Hilton Medeiros2014-10-101-1/+1
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* Build System ChangesJuan Linietsky2014-10-071-1/+0
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= Build System: -Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions). -Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test. Engine: -Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time). -Added ability to open scenes even if a node type was removed (will try to guess the closest type). -Removed deprecated node types.