| Commit message (Collapse) | Author | Age | Files | Lines |
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Also fixes Euler angles (XYZ convention, which is used as default by Blender).
Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly.
This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
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-Modified help to display properties
GDScript can still not make use of them, though.
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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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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
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-Gizmos work again
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-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
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general
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-shader editor plugin can edit shaders
-code completion in shader editor plugin
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GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
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-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
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guilhermefelipecgs/fix_bottom_panel_visibility_on_play
Fix bottom panel visibility on play
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Bucket fill preview
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Able to change visibility when ancestor node is hidden
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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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Allows to start the scene with custom arguments within the editor
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fixes #7346
Path from the current scene isn't added too the argumens anymore by default and needs to be added throug the custom arguments, with $scene. Matches the behaviour of the executable without any arguments.
Custom Arguments are read from editor/main_run_args
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* Added the option to set hide on item selection. Usable in GDScript and from within the source code when you want to specify popup menus you don't want to close immediately when selecting an item
* Renamed getter from get_ to is_, fixed parent/child behavior, renamed bool variable to match most code and added ADD_PROPERTYNO to save some memory
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Fix crash on project importing by dragging a folder.
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Fixes #7226
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Show selected node in Scene dock when parent node is folded
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Fix #7228
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Any given mouse wheel input will generate two InputEvents in godot.
The zoom methods here acted on both ones, effectively giving a step value of 4 instead of 2.
Fixes #7236
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Check keystore field when export Android release apk
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When changing snap mode in texture region plugin ticks was not updating. Issue fixed changing order of setting checked status and setting snap mode.
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Adds initial translations for Hungarian and Pirate (yaaaar!)
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Added snapping to 3D path handles
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