Commit Graph

30 Commits

Author SHA1 Message Date
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Rémi Verschelde
3890256fc5 Style: Cleanups, added headers, renamed files
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.

Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00
Juan Linietsky
b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
d9d77291bc rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename() 2017-01-14 00:51:09 -03:00
Juan Linietsky
04c749a1f0 New API for visibility in both CanvasItem and Spatial
visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
2017-01-13 10:45:50 -03:00
Juan Linietsky
920947f297 renamed _input_event for GUI events to _gui_input, so it's more differentiated than generalized _input 2017-01-08 16:28:12 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to 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()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-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
2016-10-03 21:35:16 +02:00
Błażej Szczygieł
bff77d731f SampleLibraryEditor: Initialize "is_playing" variable
Fixes crash caused by jumping to wrong place due to uninitialized
variable.

Closes #4703

(cherry picked from commit 9acb666320)
2016-06-03 20:07:46 +02:00
Rémi Verschelde
00d8f86044 i18n: Second pass at proofreading
Mostly removing commented out strings, plus a few critical ones
that should not be translated.
2016-05-21 01:27:27 +02:00
Rémi Verschelde
94c34ff890 i18n: Proofreading of all strings
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.
2016-05-21 00:21:57 +02:00
Juan Linietsky
bed3efb17e New reworked AnimatedSprite!
-New SpriteFrames editor, with support for drag&drop, multiple animation
sets, animation speed and loop.
-New AnimatedSprite, with support for all the new features!
AnimatedSprite3D has not been updated yet.
-Added support for drag&drop to other editors, such as resourcepreload,
sample library,  etc.
2016-05-14 23:48:45 -03:00
Juan Linietsky
567cb691ec Modified editor strings to be translatable in the future 2016-05-03 22:25:37 -03:00
Rémi Verschelde
d36333b648 Remove redundant buttons
Now the Load button is alone on its line,
we probably need to find it a better place.
2016-03-13 15:28:03 +01:00
Rémi Verschelde
533b9b7342 Add stop and delete buttons to sample library
Based on the work by @rdcklinux in #3339.
The play button becomes a stop button while playing.
A delete button is added in the last column.
2016-03-13 15:28:03 +01:00
Juan Linietsky
74a48a0140 -Massive editor dialog cleanup
-Added a bottom menu list
2016-01-17 20:03:57 -03:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Tybobobo
c1c2fef23e Added tooltip for a few buttons in sample library editor 2015-11-18 23:12:23 +01:00
Juan Linietsky
9acab32daa new file dialog!
-ItemList control for easier lists/thumbnails
-New file dialog, with support for thumbnails, favorites, recent places,
etc
-Moved .fscache out of the project, no more bugs due to committed/pulled
.fscache!
-Dir dialog now sorts directories
2015-06-06 09:44:38 -03:00
Juan Linietsky
59154cccf9 -Changed Godot exit to be clean.
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Franklin Sobrinho
59692d9012 Changed popup_centered by popup_centered_minsize in editor dialogs 2015-04-08 14:02:13 -03:00
sanikoyes
1515de217e Sort sample lists by name(more readable) 2015-03-25 10:57:35 +08:00
Juan Linietsky
0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*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
2014-11-05 21:20:42 -03:00
Juan Linietsky
b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00
Juan Linietsky
0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00