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path: root/tools/editor/plugins/light_occluder_2d_editor_plugin.cpp (follow)
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-518/+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.
* Various fixes detected using PVS-Studio static analyzer.Thaer Razeq2017-02-281-1/+1
| | | | | | | - Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-4/+4
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Type renames:Juan Linietsky2017-01-111-2/+2
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky2017-01-081-1/+1
| | | | item_pressed, closes #3188
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-1/+1
| | | | differentiated than generalized _input
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-1/+1
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-5/+5
| | | | | | | | 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 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!
* Removed unused variables (second pass) + dead codeRémi Verschelde2016-07-071-2/+0
| | | | 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 Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* i18n: Second pass at proofreadingRémi Verschelde2016-05-211-4/+4
| | | | | Mostly removing commented out strings, plus a few critical ones that should not be translated.
* Modified editor strings to be translatable in the futureJuan Linietsky2016-05-031-9/+9
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* -fixed many memory initialization issuesJuan Linietsky2015-06-061-0/+1
| | | | | -fixed deadlock on previews thread -fixed compilation errors on unix
* Add iostream include to collada plugin and change to light occluder to use ↵Carl Olsson2015-03-231-13/+2
| | | | canvas item snap function.
* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-2/+4
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* support for 2D shadow castersJuan Linietsky2015-03-021-0/+500
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.