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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-2731/+0
| | | | | | 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.
* Correct hash behavior for floating point numbersHein-Pieter van Braam2017-02-161-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-3/+3
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-0/+1
| | | | | | | | | 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).
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-13/+20
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-20/+20
| | | | renamed to PoolVector
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-10/+11
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-5/+5
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-5/+6
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+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!
* Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky2016-09-101-3/+1
|\ | | | | Fix some more warnings
| * Fix various warningsJohan Manuel2016-08-131-3/+1
| | | | | | | | | | | | The warnings fixed were about things like unused variables, misleading indentation, missing default cases in switches and better grouping of conditions in if statements.
* | Stop baking process if there is no geometry in the BakedLightInstance.Daniel J. Ramirez2016-07-251-0/+4
|/ | | | moved missing baked light warning to BakedLightInstance configuration warning
* Removed unused variables (second pass) + dead codeRémi Verschelde2016-07-071-10/+1
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-1/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* i18n: Use %d instead of %i in vformatRémi Verschelde2016-05-211-1/+1
| | | | Fixes #4742.
* i18n: Proofreading of all stringsRémi Verschelde2016-05-211-2/+2
| | | | | | Done to ensure that no important identifiers are translatable, to fix compound strings using the new vformat() function, and some general English proofreading here and there.
* i18n: Don't make print_line calls translatableRémi Verschelde2016-05-041-2/+2
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* Modified editor strings to be translatable in the futureJuan Linietsky2016-05-031-14/+14
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* Revert "Ignore alpha materials in baked light ray-tracer."Juan Linietsky2015-11-191-101/+65
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* Ignore alpha materials in baked light ray-tracer.Saracen2015-11-021-65/+101
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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
* New Demo, Screen Space ShadersJuan Linietsky2015-03-101-1/+1
| | | | | -Fixes to screen space shaders. -Fixes to isometric light demo.
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-166/+438
| | | | | | | -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
* Build System ChangesJuan Linietsky2014-10-071-34/+170
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= 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.
* 3D Physics and Other StuffJuan Linietsky2014-09-021-1/+1
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* Little BitsJuan Linietsky2014-08-141-4/+524
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* Small Issues & MaintenanceJuan Linietsky2014-08-011-2/+2
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
* FineTune HDR and Other StuffJuan Linietsky2014-06-171-0/+6
| | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- -More parameters to ESM shadows -LightMap Octree now can bake to "hdr" (use HDR8 for now) -New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
* More 3D WorkJuan Linietsky2014-06-161-6/+8
| | | | | | | | -=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
* Light Baker!Juan Linietsky2014-06-111-0/+1765
-=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.