| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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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()
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guilhermefelipecgs/fix_bottom_panel_visibility_on_play
Fix bottom panel visibility on play
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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!
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It is now possible to profile GDScript as well as some parts of Godot
internals.
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-Added a bottom menu list
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-Small fix to xml saver (swapping > and <)
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-Make the video memory visible to improve debugging
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-setting/clearing breakpoints during run-time now works
-multi-line strings resulted in wrong line numbers in bytecode, fixed
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shows the list of errors that happened during running the game, traces
can be analyzed
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removing node in live debugging fixed
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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.
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