| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
|
| |
|
|
|
|
|
|
|
| |
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
|
| |
|
|
|
| |
ReferenceFrame had been overlooked, and the cpp files still used the old
names. Also ripgrep'ed it all to find some forgotten references.
|
| |
|
|
|
|
| |
TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
|
| |
|
|
| |
renamed to PoolVector
|
| |
|
|
|
|
|
|
| |
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()
|
| | |
|
|
|
It is now possible to profile GDScript as well as some parts of Godot
internals.
|