| Commit message (Collapse) | Author | Age | Files | Lines |
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(cherry picked from commit 7e0d0d0bb912fbb774f5890792840a1a62485773)
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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 a bug where the main screen button did not disappear when the plugin
was deactivated.
(cherry picked from commit 98e7c1edbab6605a7578643485e1e88b61fd83d7)
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(cherry picked from commit 104653f9ebf5f04c050ad8db5dcf060651ff8bb2)
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-Also fixed draw_texture_rect() tile parameter
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Also renames `add_control_to_bottom_dock` to
`add_control_to_bottom_panel` so that it would be clear that the
removal functions are different too.
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Not all APIs are provided yet, please request whathever you are missing.
Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings.
Have fun!
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but feedback welcome!
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-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
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