Rémi Verschelde
8df5b7151f
Release 2.1.3-stable
2017-04-10 23:44:55 +02:00
Rémi Verschelde
3b687c5474
Move VERSION_MKSTRING logic to version.h
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Fixes a bug where the VERSION_PATCH define is not yet in scope if
typedefs.h is included before version.h at compilation time.
2017-04-10 23:08:28 +02:00
Rémi Verschelde
c449df86f7
Mark Godot 3.0 exporter as work in progress
2017-04-10 19:40:08 +02:00
Rémi Verschelde
45bf6d9f20
.gitignore: Add app_icon.h and splash.h generated headers
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Also sort alphabetically for clarity.
2017-04-10 18:36:31 +02:00
Andreas Haas
37d9a7bee4
Re-add ouya gamepad mapping.
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Also adds yet another type of ps4 controller.
2017-04-10 16:38:44 +02:00
Rémi Verschelde
2515ff5577
Merge pull request #8327 from akien-mga/2.1-godot3-exporter
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Godot3 exporter: Convert engine.cfg properly
2017-04-09 17:46:56 +02:00
Rémi Verschelde
b46d7f986d
Merge pull request #8320 from RandomShaper/zero-preprocess-particles2d-2.1
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Allow a preprocess time of 0 for Particles2D (2.1)
2017-04-09 17:44:23 +02:00
Rémi Verschelde
b7e3ef5f6f
libpng: Update to upstream version 1.6.29
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(cherry picked from commit d463b6e3d0
)
2017-04-09 15:52:14 +02:00
Rémi Verschelde
2bc0208b2c
opus: Update to upstream version 1.1.4
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(cherry picked from commit dd8655aac9
)
2017-04-09 15:51:48 +02:00
Rémi Verschelde
20d1a28341
squish: Update to upstream version 1.15
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Also fix clang-format pre-commit hook to ignore thirdparty files.
(cherry picked from commit fa2d5b91dc
)
2017-04-09 15:51:41 +02:00
Rémi Verschelde
a27876d5ac
Style: Apply clang-format (3.9.1) to Obj-C++ files
2017-04-09 14:03:52 +02:00
Rémi Verschelde
a7a5ac596e
Godot3 exporter: Convert engine.cfg properly
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Use a map to keep track of renamings as done for other properties.
The saving is a bit hackish, there might be simpler solutions.
2017-04-09 02:11:36 +02:00
Rémi Verschelde
fb4e9962ea
Merge pull request #8326 from Hinsbart/particle_flip
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Particles2D: Fix flip property (again).
2017-04-09 01:21:19 +02:00
Andreas Haas
9b6b713d61
Particles2D: Fix flip property (again).
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should have flipped the dst_rect..
2017-04-09 01:16:48 +02:00
Rémi Verschelde
c9eb0f5f45
Merge pull request #8317 from RandomShaper/fix-area-monitoring-2.1
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Fix side effects of the bookkepping of Area/Area2D's monitoring (2.1)
2017-04-08 22:47:44 +02:00
Pedro J. Estébanez
86966940ff
Allow a preprocess time of 0 for Particles2D
2017-04-08 20:00:24 +02:00
Rémi Verschelde
4b561e3e04
Merge pull request #8311 from BastiaanOlij/format_mm_2.1
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Spaces to tabs and layout adjustments on .mm files
2017-04-08 16:49:51 +02:00
Rémi Verschelde
f90eb87193
Revert "Make inline blocks in GDScript more pythonic"
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This reverts commit 0c650c2511
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Fixes #8315 .
2017-04-08 16:08:22 +02:00
Pedro J. Estébanez
c3c0cfd207
Fix side effects of the bookkepping of Area/Area2D's monitoring
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- Fix monitoring flag being reset when the scene is out of the tree (happens on save all if the current scene is not the focused one, therefore on save-on-run as well)
- Fix the inability to reset the monitoring flag while the area is out of the tree
2017-04-08 13:24:29 +02:00
Rémi Verschelde
7f32db5ac9
Revert "8145 - Mouse Position is unknown until first mouse event on X11 & Win"
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This reverts commit e5d63aaece
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Same reasoning as #8291 .
2017-04-08 11:28:25 +02:00
BastiaanOlij
33ea9fc4a7
Spaces to tabs and layout adjustments on .mm files
2017-04-08 09:47:13 +10:00
Rémi Verschelde
2491754de7
Style: Fix some badly formatted files
2017-04-08 01:42:41 +02:00
Rémi Verschelde
e9b045d9e5
Add "Godot Engine contributors" copyright line
2017-04-08 00:45:24 +02:00
Rémi Verschelde
b55b66d74e
Add AUTHORS list crediting developers
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(cherry picked from commit 21bcb71b2c
)
2017-04-08 00:41:40 +02:00
Rémi Verschelde
63ddee793e
Merge pull request #8307 from RandomShaper/optimize-out-debug-n-non-tools-2.1
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Optimize-out some debug and/or non-tools methods (2.1)
2017-04-07 22:22:43 +02:00
Rémi Verschelde
6f489fbb2e
classref: Sync with current source
2017-04-07 22:08:11 +02:00
Rémi Verschelde
64d8eeb4a1
i18n: Sync translations with Weblate
2017-04-07 21:26:46 +02:00
Rémi Verschelde
6d722f2622
i18n: Add WIP Czech, Danish, Greek, Dutch and Thai translations
2017-04-07 21:25:56 +02:00
Rémi Verschelde
593149b1a0
i18n: Update template with current source
2017-04-07 21:22:11 +02:00
Rémi Verschelde
990e8e00c7
Merge pull request #8303 from RandomShaper/reset-folded-on-reset-edit-children-2.1
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Reset display folded for an instanced scene if editable children is toggled off (2.1)
2017-04-07 19:10:03 +02:00
Pedro J. Estébanez
1b15c53479
Optimize-out some debug and/or non-tools methods
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Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07 16:34:15 +02:00
Pedro J. Estébanez
4087e61900
Reset display folded for an instanced scene if editable children is toggled off
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This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first.
2017-04-07 15:46:13 +02:00
Rémi Verschelde
2ee9e033ec
Merge pull request #8202 from williamd1k0/add-script-button
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Add Attach and Clear Script buttons (2.1)
2017-04-07 08:54:39 +02:00
Rémi Verschelde
f7c3ecb38c
Merge pull request #8294 from RandomShaper/sample-players-priority-2.1
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Add priority to samples in a library (2.1)
2017-04-07 08:06:51 +02:00
Pedro J. Estébanez
9f8f8efa67
Add priority to samples in a library
2017-04-06 23:59:49 +02:00
Rémi Verschelde
3916d964de
Merge pull request #8293 from Faless/2.1-enum
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[2.1] Cherry pick GDScript enum support ( #6292 )
2017-04-06 23:05:29 +02:00
Rémi Verschelde
6ff1436fde
Merge pull request #8292 from RandomShaper/spatial-audio-play-on-free-2.1
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Make spatial AudioServers prefer inactive voices (2.1)
2017-04-06 23:05:06 +02:00
Pedro J. Estébanez
0501f3a901
Make spatial AudioServers prefer inactive voices
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instead of unconditionally playing on the next voice slot; that will be the fallback if no inactive voice is found
2017-04-06 20:11:26 +02:00
Bojidar Marinov
dad8e04139
Add enum naming, by assinging a given enum's values to a Dict
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(cherry picked from commit 88430f0962
)
2017-04-06 19:01:43 +02:00
Bojidar Marinov
ed80f4563a
Adds enums to GDScript
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Fixes #2966
(cherry picked from commit 4ee82a2c38
)
2017-04-06 19:01:43 +02:00
Rémi Verschelde
f71da5c8c5
Merge pull request #8273 from RandomShaper/fix-android-x86-2.1
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Fix crash on Android-x86 (2.1)
2017-04-05 22:27:58 +02:00
Pedro J. Estébanez
212fca0c50
Fix crash on Android-x86
2017-04-05 22:16:04 +02:00
Rémi Verschelde
9a9bd12913
Fixer looping timer accumulation in _process
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Follow-up to #8251 .
(cherry picked from commit 5b5a825c7f
)
2017-04-05 08:24:15 +02:00
Nikhil Shagrithaya
323041a476
previous value of time_left is added to wait_time before assigning to time_left
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(cherry picked from commit ea4fbee8f2
)
2017-04-05 08:23:34 +02:00
volzhs
a67400aee7
Make buttons closer in Scene tree
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(cherry picked from commit a911b1f126
)
2017-04-05 08:19:57 +02:00
Andreas Haas
1620f46f03
Viewport: Fix undefined behaviour found by llvm sanitizer.
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When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()).
This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
(cherry picked from commit 1d3c9c448d
)
2017-04-05 08:18:59 +02:00
Fabian Mathews
1a1e25bfca
Added ability to change A-star cost function
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(cherry picked from commit b541402417
)
2017-04-05 08:18:38 +02:00
Saggi Mizrahi
89b201b466
Add the option to check if input was handled
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When working with a viewport you should call Viewport.input() to pass
the input, but if the input was unhandled you might also want to call
Viewport.unhandled_input() so that objects in the sub-scene can handle
the event. This adds a way to check if the input was handled so that you
know whether you should call Viewport.unhandled_input() or not.
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
(cherry picked from commit 245ace6e2e
)
2017-04-05 08:15:15 +02:00
Sergey Pusnei
e5d63aaece
8145 - Mouse Position is unknown until first mouse event on X11 & Win
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- X11 update input->pos on EnterNotify
- X11 & Win call first-time events processing before main initialization
(cherry picked from commit c79e998d1f
)
2017-04-05 08:08:08 +02:00
Ramesh Ravone
1c17e5b38d
Update build.gradle.template
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Updating project repository,
added jcenter() since Android Studio uses it by default.
https://www.jfrog.com/knowledge-base/why-should-i-use-jcenter-over-maven-central/
(cherry picked from commit 77c81a21d8
)
2017-04-05 08:07:01 +02:00