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| * | | | Use right handed coordinate system for rotation matrices and quaternions. ↵Ferenc Arn2017-01-037-27/+27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | | | -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-0428-349/+521
|/ / / / | | | | | | | | | | | | | | | | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* | | | Begin modifying properties to make them more friendly to script and doc.Juan Linietsky2017-01-032-5/+32
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* | | | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-02205-1578/+1578
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-02284-4332/+19841
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| * \ \ \ Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-0255-563/+1099
| |\ \ \ \ | | | | | | | | | | | | | | | | | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| | * | | | WIP particle systemJuan Linietsky2017-01-011-0/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
| | * | | | put some limits to max ubo sizes to avoid crashesJuan Linietsky2016-12-231-1/+0
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| | * | | | baking now shows a proper button, and bakes can be saved.Juan Linietsky2016-12-233-0/+99
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| | * | | | Some BRDF fixesJuan Linietsky2016-12-212-1/+4
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| | * | | | work in progress global illuminationJuan Linietsky2016-12-204-8/+203
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| | * | | | Screen space reflection effectJuan Linietsky2016-11-291-3/+9
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| | * | | | Blend shapes using transform feedback (GPU)Juan Linietsky2016-11-242-11/+19
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| | * | | | Instancing is working! (hooray)Juan Linietsky2016-11-221-2/+6
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| | * | | | working reflection probes!!Juan Linietsky2016-11-192-0/+190
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| | * | | | all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-093-7/+21
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| | * | | | -Many many fixesJuan Linietsky2016-10-295-91/+98
| | | | | | | | | | | | | | | | | | | | | | | | -Gizmos work again
| | * | | | PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-2712-172/+168
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| | * | | | Everything returning to normal in 3D, still a long way to goJuan Linietsky2016-10-191-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | -implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
| | * | | | 2D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky2016-10-101-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | general
| | * | | | -the new shader language seems to workJuan Linietsky2016-10-073-167/+95
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -shader editor plugin can edit shaders -code completion in shader editor plugin
| | * | | | -Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky2016-10-055-11/+15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
| | * | | | Begining of GLES3 renderer:Juan Linietsky2016-10-0345-206/+242
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -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
| * | | | | Merge pull request #7364 from ↵Rémi Verschelde2017-01-023-14/+5
| |\ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | guilhermefelipecgs/fix_bottom_panel_visibility_on_play Fix bottom panel visibility on play
| | * | | | | Add new option to always open output on playGuilherme Felipe2016-12-241-0/+3
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| | * | | | | Fix visibility of bottom panel when start playingGuilherme Felipe2016-12-242-14/+2
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| * | | | | | Merge pull request #7401 from Zylann/bucket_fill_previewRémi Verschelde2017-01-022-9/+89
| |\ \ \ \ \ \ | | | | | | | | | | | | | | | | Bucket fill preview
| | * | | | | | Added option to toggle bucket fill previewMarc Gilleron2016-12-311-2/+3
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| | * | | | | | Added bucket fill previewMarc Gilleron2016-12-312-8/+87
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| * | | | | | Merge pull request #7382 from volzhs/fix-visibilityRémi Verschelde2017-01-022-14/+15
| |\ \ \ \ \ \ | | | | | | | | | | | | | | | | Able to change visibility when ancestor node is hidden
| | * | | | | | Show visual notice for visibility on Scene Dockvolzhs2016-12-282-1/+15
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| | * | | | | | Able to change visibility when ancestor node is hiddenvolzhs2016-12-281-13/+0
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| * | | | | | Exposing edit_resource method of EditorNode in the EditorPlugin (#7355)Bruno Ortiz2017-01-022-0/+7
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| * | | | | | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-01259-264/+264
| |/ / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 #7347 from bebae/masterRémi Verschelde2016-12-232-12/+9
| |\ \ \ \ \ | | | | | | | | | | | | | | Allows to start the scene with custom arguments within the editor
| | * | | | | Allows to start the scene with custom arguments within the editorbebae2016-12-212-12/+9
| | | |_|_|/ | | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * / | | | PopupMenu upgrade: Hide on item selection (#7306)Ivan P. Skodje2016-12-231-0/+1
| |/ / / / | | | | | | | | | | | | | | | | | | | | | | | | | * 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
| * | | | Merge pull request #7233 from Hinsbart/fix_dnd_crashRémi Verschelde2016-12-081-1/+1
| |\ \ \ \ | | | | | | | | | | | | Fix crash on project importing by dragging a folder.
| | * | | | Fix crash on project importing by dragging a folder.Andreas Haas2016-12-021-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | Fixes #7226
| * | | | | Merge pull request #7229 from volzhs/show-selected-nodeRémi Verschelde2016-12-081-0/+6
| |\ \ \ \ \ | | | | | | | | | | | | | | Show selected node in Scene dock when parent node is folded
| | * | | | | Show selected node in Scene dock when parent node is foldedvolzhs2016-12-021-0/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Fix #7228
| * | | | | | TextureRegionEditor: Fix mouse wheel scroll speed.Andreas Haas2016-12-031-2/+2
| | |/ / / / | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * | | | | Merge pull request #7191 from volzhs/check-android-releaseRémi Verschelde2016-12-023-0/+222
| |\ \ \ \ \ | | |/ / / / | |/| | | | Check keystore field when export Android release apk
| | * | | | Check keystore field when export Android release apkvolzhs2016-11-293-0/+222
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| * | | | | Fix snap mode selector sticking in texture region moduleDmitry Kram2016-11-271-1/+1
| |/ / / / | | | | | | | | | | | | | | | When changing snap mode in texture region plugin ticks was not updating. Issue fixed changing order of setting checked status and setting snap mode.
| * | | | Set minimum version to 10.9 building OSXBastiaanOlij2016-11-252-4/+4
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| * | | | i18n: Sync template and translations with current codeRémi Verschelde2016-11-1533-1844/+3415
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| * | | | i18n: Sync translations with WeblateRémi Verschelde2016-11-1514-574/+13924
| | | | | | | | | | | | | | | | | | | | Adds initial translations for Hungarian and Pirate (yaaaar!)
| * | | | Merge pull request #7115 from sketchyfun/path3D_handle_snapRémi Verschelde2016-11-151-0/+6
| |\ \ \ \ | | | | | | | | | | | | Added snapping to 3D path handles
| | * | | | Added snapping to 3D path handles to bring it in line with its 2D counterpartBen Hickling2016-11-141-0/+6
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