| Commit message (Collapse) | Author | Age | Files | Lines | |
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| * | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | 2017-01-02 | 1 | -1/+1 |
| | | | | | | | | | 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 | -1/+0 |
| |\ | | | | | | | | | 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 | -1/+0 |
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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! | ||||
| * | Ability to reload scripts on running game | Juan Linietsky | 2016-06-01 | 1 | -0/+2 |
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| * | Real-Time Remote Inspector support | Juan Linietsky | 2016-05-22 | 1 | -4/+24 |
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| * | First version of Profiler | Juan Linietsky | 2016-05-21 | 1 | -0/+12 |
| | | | | | | It is now possible to profile GDScript as well as some parts of Godot internals. | ||||
| * | Removed debugger X (hide) button | Ignacio Etcheverry | 2016-01-24 | 1 | -4/+0 |
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| * | -Massive editor dialog cleanup | Juan Linietsky | 2016-01-17 | 1 | -1/+4 |
| | | | | | -Added a bottom menu list | ||||
| * | 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 | -1/+0 |
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| * | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | 2015-12-12 | 1 | -1/+1 |
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| | * | Script debugger remains visible when using Debug->Show Debugger | Franklin Sobrinho | 2015-12-12 | 1 | -0/+2 |
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| * | | -added option to keep debugger open, fixes #3031 | Juan Linietsky | 2015-12-12 | 1 | -0/+4 |
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| * | -Ability to debug video memory usage | Juan Linietsky | 2015-10-21 | 1 | -0/+2 |
| | | | | | -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/+3 |
| | | | | | -Make the video memory visible to improve debugging | ||||
| * | more debugger fixes | Juan Linietsky | 2015-08-04 | 1 | -0/+2 |
| | | | | | | -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/+12 |
| | | | | | | shows the list of errors that happened during running the game, traces can be analyzed | ||||
| * | live debug fixes | Juan Linietsky | 2015-08-02 | 1 | -1/+1 |
| | | | | | removing node in live debugging fixed | ||||
| * | Live edit WORK IN PROGRESS | Juan Linietsky | 2015-08-02 | 1 | -0/+37 |
| | | | | | | | | | | | 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 | -108/+108 |
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| * | GODOT IS OPEN SOURCE | Juan Linietsky | 2014-02-09 | 1 | -0/+135 |
