| Commit message (Collapse) | Author | Age | Files | Lines | |
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| * | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | 2017-01-05 | 1 | -1/+1 |
| | | | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available | ||||
| * | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | 2017-01-02 | 1 | -30/+30 |
| | | | | | | | | | 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() | ||||
| * | Merge pull request #7364 from ↵ | Rémi Verschelde | 2017-01-02 | 1 | -13/+2 |
| |\ | | | | | | | | | guilhermefelipecgs/fix_bottom_panel_visibility_on_play Fix bottom panel visibility on play | ||||
| | * | Fix visibility of bottom panel when start playing | Guilherme Felipe | 2016-12-24 | 1 | -13/+2 |
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| * | | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-01 | 1 | -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 #6479 from RandomShaper/improve-debug-focus | Rémi Verschelde | 2016-10-03 | 1 | -0/+2 |
| |\ | | | | | Improve debug focus behavior | ||||
| | * | Improve debug focus behavior | Pedro J. Estébanez | 2016-09-14 | 1 | -0/+2 |
| | | | | | | | | | | | Fix focusing debugged game on Windows Add re-focusing editor on continue | ||||
| * | | Always show output panel when debugging | supaiku | 2016-09-06 | 1 | -0/+3 |
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| * | Likely with bugs and with some features are missing, as well as profiler ↵ | Juan Linietsky | 2016-08-06 | 1 | -1/+2 |
| | | | | | support, but VisualScript should be more or less done! | ||||
| * | Keep debugger selected tab open when pressing the pause button | Franklin Sobrinho | 2016-07-17 | 1 | -1/+2 |
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| * | Removed unused variables (second pass) + dead code | Rémi Verschelde | 2016-07-07 | 1 | -1/+0 |
| | | | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable | ||||
| * | remove (for now) the next/prev instance buttons in debugger, closes #4993 | Juan Linietsky | 2016-06-11 | 1 | -1/+3 |
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| * | Ability to reload scripts on running game | Juan Linietsky | 2016-06-01 | 1 | -0/+10 |
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| * | Added more translatable strings in code. Updated template tools.pot. | DimOkGamer | 2016-05-30 | 1 | -5/+5 |
| | | | | | also improved Russian localization. | ||||
| * | -Some fixes to OSX retina scaling for window functions | Juan Linietsky | 2016-05-30 | 1 | -1/+1 |
| | | | | | -Implemented HiDPI detection and support for Godot Editor! | ||||
| * | Debugger: show error message if description is not available | Ignacio Etcheverry | 2016-05-25 | 1 | -1/+1 |
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| * | -Improve resource previews | Juan Linietsky | 2016-05-23 | 1 | -0/+1 |
| | | | | | -Also fixed draw_texture_rect() tile parameter | ||||
| * | Real-Time Remote Inspector support | Juan Linietsky | 2016-05-22 | 1 | -204/+483 |
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| * | Merge remote-tracking branch 'origin/master' | Juan Linietsky | 2016-05-21 | 1 | -14/+14 |
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| | * | i18n: Second pass at proofreading | Rémi Verschelde | 2016-05-21 | 1 | -1/+1 |
| | | | | | | | | | | | Mostly removing commented out strings, plus a few critical ones that should not be translated. | ||||
| | * | i18n: Proofreading of all strings | Rémi Verschelde | 2016-05-21 | 1 | -13/+13 |
| | | | | | | | | | | | | | 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. | ||||
| * | | First version of Profiler | Juan Linietsky | 2016-05-21 | 1 | -2/+229 |
| |/ | | | | | It is now possible to profile GDScript as well as some parts of Godot internals. | ||||
| * | Modified editor strings to be translatable in the future | Juan Linietsky | 2016-05-03 | 1 | -37/+37 |
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| * | Debugger: Fix breaked signal binding (#4508) | Rémi Verschelde | 2016-05-01 | 1 | -1/+1 |
| | | | | Closes #4270. | ||||
| * | Merge pull request #3436 from neikeq/rm_dbg_x | Rémi Verschelde | 2016-01-25 | 1 | -18/+0 |
| |\ | | | | | Removed debugger X (hide) button | ||||
| | * | Removed debugger X (hide) button | Ignacio Etcheverry | 2016-01-24 | 1 | -18/+0 |
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| * | | Merge pull request #3435 from neikeq/output_focus_steal | Juan Linietsky | 2016-01-25 | 1 | -1/+3 |
| |\ \ | | | | | | | Fix Output panel annoying focus steal | ||||
| | * | | Fix Output panel annoying focus steal | Ignacio Etcheverry | 2016-01-24 | 1 | -1/+3 |
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| * / | -Fixes a bunch of stdout errors, closes #2763 closes #2731 | Juan Linietsky | 2016-01-23 | 1 | -1/+3 |
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| * | -Massive editor dialog cleanup | Juan Linietsky | 2016-01-17 | 1 | -9/+21 |
| | | | | | -Added a bottom menu list | ||||
| * | Fix debugger close button and script editor "Show Debugger" | Franklin Sobrinho | 2016-01-08 | 1 | -1/+2 |
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| * | Update copyright to 2016 in headers | George Marques | 2016-01-01 | 1 | -1/+1 |
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| * | Remove last remaining variables of PR-3043 | Franklin Sobrinho | 2015-12-12 | 1 | -3/+1 |
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| * | fix broken merge | Juan Linietsky | 2015-12-12 | 1 | -13/+0 |
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| * | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | 2015-12-12 | 1 | -4/+17 |
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| | * | Script debugger remains visible when using Debug->Show Debugger | Franklin Sobrinho | 2015-12-12 | 1 | -8/+16 |
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| * | | -added option to keep debugger open, fixes #3031 | Juan Linietsky | 2015-12-12 | 1 | -2/+9 |
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| * | Fix small memory leak | Franklin Sobrinho | 2015-10-28 | 1 | -1/+0 |
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| * | -Ability to debug video memory usage | Juan Linietsky | 2015-10-21 | 1 | -3/+51 |
| | | | | | -Small fix to xml saver (swapping > and <) | ||||
| * | -Fixes on atlas import to save memory if mipmaps are not used | Juan Linietsky | 2015-10-20 | 1 | -0/+32 |
| | | | | | -Make the video memory visible to improve debugging | ||||
| * | more debugger fixes | Juan Linietsky | 2015-08-04 | 1 | -0/+13 |
| | | | | | | -setting/clearing breakpoints during run-time now works -multi-line strings resulted in wrong line numbers in bytecode, fixed | ||||
| * | error debugger | Juan Linietsky | 2015-08-04 | 1 | -0/+126 |
| | | | | | | shows the list of errors that happened during running the game, traces can be analyzed | ||||
| * | live debug fixes | Juan Linietsky | 2015-08-02 | 1 | -9/+10 |
| | | | | | removing node in live debugging fixed | ||||
| * | Live edit WORK IN PROGRESS | Juan Linietsky | 2015-08-02 | 1 | -0/+378 |
| | | | | | | | | | | | 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. | ||||
| * | Updated copyright year in all headers | Juan Linietsky | 2015-04-18 | 1 | -1/+1 |
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| * | Fix process being debugged has exited pop up #1128 | Maximillian | 2015-01-08 | 1 | -2/+0 |
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| * | SceneMainLoop -> SceneTree | Juan Linietsky | 2014-11-05 | 1 | -2/+2 |
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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 | ||||
| * | -fixed export templates not loading/exporting on Windows | Juan Linietsky | 2014-02-13 | 1 | -856/+856 |
| | | | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript | ||||
| * | GODOT IS OPEN SOURCE | Juan Linietsky | 2014-02-09 | 1 | -0/+884 |
