volzhs
bb81293047
New customizable editor theme
2017-05-09 17:46:54 +09:00
volzhs
17e8e343fb
Revert "Add new editor and default theme (WIP)"
...
This reverts commit f045efe007
.
2017-05-03 06:19:15 +09:00
Rémi Verschelde
d4029aa51a
Move other lone thirdparty files to thirdparty/misc
...
Also move Box2D ConvexDecomposition contrib code to
thirdparty/b2d_convexdecomp.
2017-04-28 21:19:25 +02:00
Rémi Verschelde
5f15f03d38
Fix theme_data.h formatting via make_header.py
...
Should make clang-format happy.
2017-04-27 08:58:11 +02:00
Daniel J. Ramirez
f045efe007
Add new editor and default theme (WIP)
2017-04-27 08:04:57 +02:00
Ramesh Ravone
cc973b461b
Revert " 3.0 recompute_aabb on add_surface"
2017-04-26 13:18:01 +05:30
Ramesh Ravone
930ad8fc8c
3.0 recompute_aabb on add_surface
2017-04-26 07:57:13 +05:30
Rémi Verschelde
5ae1e172da
Merge pull request #8277 from tagcup/math_checks
...
Added various functions basic math classes. Also enabled math checks …
2017-04-24 11:16:20 +02:00
Rémi Verschelde
515f92d03b
Fix property warnings and hide some debug prints
...
"ALL IS GOOD" was a lie.
In particular, removes verbose "path not recognized" false positive.
The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
2017-04-23 11:17:32 +02:00
Rémi Verschelde
c88f56be64
Merge pull request #8376 from RayKoopa/fix_stylebox_expand_margin
...
Respect the expand margin for StyleBoxTextures again.
2017-04-20 02:10:55 +02:00
Andreas Haas
1a8f94edd4
Merge pull request #8370 from volzhs/fix-stylebox-master
...
Fix editor style box for ToolButton
2017-04-14 17:51:30 +02:00
Ignacio Etcheverry
30835f9d37
PackedScene: Fix wrong DEFVAL
2017-04-14 02:18:38 +02:00
Ray Koopa
75f684bc17
Respect the expand margin for StyleBoTextures again.
2017-04-13 10:37:22 +02:00
volzhs
25a4daa5ce
Fix editor style box for ToolButton
2017-04-12 12:40:16 +09:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Juan Linietsky
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
Andreas Haas
362e52c2fd
Fix typo in FixedSpatialMaterial
...
NormapMap
2017-04-06 23:20:00 +02:00
Ferenc Arn
9a37ff1e34
Added various functions basic math classes. Also enabled math checks only for debug builds.
...
Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly.
Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions.
Various other changes mostly cosmetic in nature.
2017-04-06 13:03:56 -05:00
Robert Hernandez
7a428206fe
Fixed WindowDialog not aligning properly
2017-03-31 01:48:02 -04:00
Robert Hernandez
a4a12a2b7b
Fixed AtlasTexture being incorrectly
...
Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an
AtlasTexture.
2017-03-30 21:09:25 -04:00
Rémi Verschelde
397380e9e5
Merge pull request #8130 from volzhs/cache-font-master
...
Cache DynamicFont resource for Android
2017-03-24 22:52:36 +01:00
Rémi Verschelde
debeee56f7
Fix typos in source code using codespell
...
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
volzhs
56af1a3790
Cache DynamicFont resource for Android
2017-03-24 16:18:35 +09:00
Pedro J. Estébanez
3b36df3730
Fix redundant connections saved in sub-inheritance
2017-03-15 11:46:45 +01:00
Rémi Verschelde
a45e6f67d5
Merge pull request #7981 from RandomShaper/position-for-2d-shaders
...
Map POSITION to gl_FragCoord.xy for 2D shaders
2017-03-13 11:01:14 +01:00
Pedro J. Estébanez
383dea5796
Fix node duplication in scene sub-inheritance
2017-03-09 01:19:40 +01:00
Pedro J. Estébanez
5ff0924a93
Map POSITION to gl_FragCoord.xy for 2D shaders
2017-03-08 02:07:59 +01:00
Rémi Verschelde
5dbf1809c6
A Whole New World (clang-format edition)
...
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
e1c1d7d1d7
Add a bunch of missing Godot headers in own files
2017-03-05 15:47:28 +01:00
Ray Koopa
e07aa5deb8
Added functionality for resizable dialogs.
2017-03-01 23:40:10 +01:00
Thaer Razeq
f50488a361
Various fixes detected using PVS-Studio static analyzer.
...
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Ray Koopa
5cf063ca9d
Add disabled tabs
2017-02-27 19:07:50 +01:00
Juan Linietsky
de0045cf1b
-renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
...
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Hein-Pieter van Braam
b696beea65
Correct hash behavior for floating point numbers
...
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:
* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.
* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.
* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.
* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.
C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.
GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.
This fixes #7354 and fixes #6947 .
2017-02-16 18:44:29 +01:00
Juan Linietsky
903a3aa5f0
a ton of bug fixes to the renderer
2017-02-16 08:55:43 -03:00
Juan Linietsky
da11d6d9e8
Many fixes to make exported scenes work better, still buggy.
2017-02-15 08:34:02 -03:00
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
Hein-Pieter van Braam
0f687f0ccb
Remove use of _SCS from ADD_METHOD
...
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Rémi Verschelde
117a83fcb9
Merge pull request #7352 from Zylann/polyline
...
Polyline
2017-02-12 23:30:04 +01:00
Juan Linietsky
6f2e16306a
Several bugfixes, improving the import workflow
2017-02-06 00:38:39 -03:00
Juan Linietsky
a02933bb3c
wav file importing!
2017-02-02 22:51:58 -03:00
Juan Linietsky
2cd2ca7bbc
Lot of work in new importer, importing textures now works.
2017-02-01 09:46:36 -03:00
Juan Linietsky
4c28f35b2c
Merge pull request #7002 from RandomShaper/vcs-friendliness
...
Greater VCS friendliness
2017-01-25 14:52:40 -03:00
Juan Linietsky
7e1afeafd4
Audio bus editing is COMPLETE!
2017-01-25 14:31:52 -03:00
Juan Linietsky
0aa7242624
WIP new AudioServer, with buses, effects, etc.
2017-01-21 19:01:00 -03:00
Juan Linietsky
ee0f53df52
Merge pull request #7528 from tagcup/real_t_float_fixes
...
Use real_t rather than float or double in generic functions (core/mat…
2017-01-20 19:24:49 -03:00
Ferenc Arn
81d9fe44df
Use property convention introduced in b085c4 (_ rather than / as separator).
...
Fixes #7476 .
2017-01-18 18:56:27 -06:00
Ferenc Arn
6f4f9aa6de
Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
...
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Pedro J. Estébanez
7dbb1c0571
Improve .tscn VCS
...
Serialize dictionaries adding newlines between key-value pairs
Serialize group lists also with newlines in between
Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders)
Bonus:
Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file.
This PR is back-compat; won't break the load of existing files.
2017-01-16 18:03:51 +01:00
Rémi Verschelde
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
Rémi Verschelde
40323407df
Style: No break before list brace
...
clang-format does not handle that well *at all*.
For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
2017-01-16 08:48:24 +01:00
Juan Linietsky
b400c69cd4
Oops! Audio engine has vanished :D
2017-01-15 16:07:51 -03:00
Juan Linietsky
5dde810aa5
no more errors related to missing GlobalConfig::Get (or so I hope)
2017-01-14 21:57:22 -03:00
Marc Gilleron
e2fba10b95
Added Line2D node that draws a polygon-based line
...
It supports unlimited width, color gradient, texture and some geometry
options for joints and caps. Also transparency without artifacts
(provided that line joints aren't too sharp).
2017-01-15 00:44:46 +01:00
Juan Linietsky
94609305a0
Merge pull request #6519 from RandomShaper/enhance-tileset
...
Add modulate (color) to TileSet tiles
2017-01-14 16:52:16 -03:00
Juan Linietsky
dcb95ec147
removed duplicated functions in class hierarchy that were bound more than once
...
added a check to detect this case in the future
2017-01-14 11:10:42 -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
Rémi Verschelde
7b9f2d9929
Finish renaming *Frame GUI classes to *Rect
...
ReferenceFrame had been overlooked, and the cpp files still used the old
names. Also ripgrep'ed it all to find some forgotten references.
2017-01-14 10:52:54 +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
35b404ba08
Unify naming of blendshape / morphtarget into just "Blend Shape"
2017-01-12 08:34:00 -03:00
Juan Linietsky
bc26f90581
Type renames:
...
Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
BastiaanOlij
bf990b0822
Few small fixes so tools=no and target=release compiles
2017-01-10 21:42:14 +11:00
Juan Linietsky
a503f8aadc
Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!
...
This means that each time this scene is instanced, the resource will be unique!
As such, thanks to this, the following features were implemented:
-ButtonGroup is no longer a control, it's now a resource local to the scene
-ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-10 01:07:03 -03:00
Juan Linietsky
a168cd7a23
Add clamp and wrap loop modes for animation tracks.
2017-01-09 00:41:16 -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
495d059a74
Merge branch 'master' of https://github.com/godotengine/godot
2017-01-05 09:18:03 -03:00
Juan Linietsky
0f7af4ea51
-Changed most project settings in the engine, so they have major and minor categories.
...
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
Juan Linietsky
d8e54b1e26
Merge pull request #7431 from MarianoGnu/gles3
...
Fix Color Picker
2017-01-04 20:28:28 -03:00
Juan Linietsky
b085c40edf
-Conversion of most properties to a simpler syntax, easier to use by script
...
-Modified help to display properties
GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Juan Linietsky
3fae505128
Begin modifying properties to make them more friendly to script and doc.
2017-01-03 00:38:16 -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
Juan Linietsky
741e038671
Add a metallic mode
2017-01-02 00:01:55 -03:00
Juan Linietsky
c2a217c350
WIP particle system
...
Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
2017-01-01 22:16:52 -03:00
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
reduz
0d4abf2aa3
fixed a horrible bug on Windows AMD, scenes saved until now in this branch
...
are no longer valid :(
2016-12-24 16:23:30 -03:00
Juan Linietsky
075fde7f26
work in progress global illumination
2016-12-20 00:21:07 -03:00
Juan Linietsky
22a90e8f2a
DOF blur, near and far fields..
2016-12-10 01:13:20 -03:00
Juan Linietsky
18ebd22000
Multi stage glow with light bleeding from HDR
2016-12-08 09:48:38 -03:00
Juan Linietsky
8534ced22d
Tonemapping and Auto Exposure support
2016-12-07 17:49:52 -03:00
Juan Linietsky
a299c3ebf1
Support for SSAO
2016-12-04 12:45:30 -03:00
Andreas Haas
e741da869a
Curve2D/3D: Add clear_points method.
...
Adds a method to the Curve2D and Curve3D classes to easily clear the curve.
So you don't have to remove each point manually.
2016-12-03 21:35:59 +01:00
Juan Linietsky
27a46d78ec
Subsurface scattering material param is now working!
2016-12-02 22:23:16 -03:00
Pedro J. Estébanez
86789c7071
Add modulate (color) to TileSet tiles
2016-11-30 14:33:39 +01:00
Juan Linietsky
a47c78aed1
Screen space reflection effect
2016-11-29 19:55:12 -03:00
Juan Linietsky
a732708b9d
Blend shapes using transform feedback (GPU)
2016-11-24 20:46:55 -03:00
Juan Linietsky
943d27f46d
Instancing is working! (hooray)
2016-11-22 01:26:56 -03:00
Juan Linietsky
a2505542ff
Huge amount of improvement in the material system. Materials should be
...
a lot more complete and usable now.
2016-11-20 22:49:53 -03:00
Juan Linietsky
c39d2b3f42
working reflection probes!!
2016-11-19 13:23:37 -03:00
Zher Huei Lee
191fdc873e
Reused Button styleboxes for ButtonArray
...
Plus other tweaks to make it look more similar to a VBoxContainer of
Buttons.
2016-11-19 22:07:12 +08:00
Juan Linietsky
cacf9ebb7f
all light types and shadows are working, pending a lot of clean-up
2016-11-09 23:55:06 -03:00
Paulb23
0e2c15e91a
Made background and symbol color follow the color API
2016-11-06 13:50:23 +00:00
Rémi Verschelde
f34151ff0f
style: Various other PEP8 fixes in Python files
...
Done with `autopep8 --select=E7`, fixes:
- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
2016-11-01 00:35:16 +01:00
Rémi Verschelde
817dd7ccbb
style: Fix PEP8 blank lines issues in Python files
...
Done with `autopep8 --select=E3,W3`, fixes:
- E301 - Add missing blank line.
- E302 - Add missing 2 blank lines.
- E303 - Remove extra blank lines.
- E304 - Remove blank line following function decorator.
- E309 - Add missing blank line.
- W391 - Remove trailing blank lines.
2016-11-01 00:35:16 +01:00
Rémi Verschelde
d4c17700aa
style: Fix PEP8 whitespace issues in Python files
...
Done with `autopep8 --select=E2,W2`, fixes:
- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Rémi Verschelde
97c8508f5e
style: Start applying PEP8 to Python files, indentation issues
...
Done with `autopep8 --select=E1`, fixes:
- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
2016-11-01 00:33:51 +01:00
Juan Linietsky
d6567010bf
-Many many fixes
...
-Gizmos work again
2016-10-29 20:48:09 -03:00
Juan Linietsky
53d8f2b1ec
PBR more or less working, still working on bringing gizmos back
2016-10-27 11:50:26 -03:00
Juan Linietsky
cb34b70df1
More scene work, can display a skybox
2016-10-21 07:27:13 -03:00
Mariano Suligoy
6d38f79dc5
Fix Color Picker
...
Replace shaders with procedurally generated controls
2016-10-19 19:43:49 -03:00
Rémi Verschelde
fc8ccd5b8c
SCsub: Add python shebang as a hint for syntax highlighting
...
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Juan Linietsky
1527cf8c0d
2D Shaders are working again using the new syntax, though all is buggy in general
2016-10-10 18:31:01 -03:00
Pawel Kowal
d3a8087659
Fix #5959 , contrasting texture for toggled button
2016-10-10 13:54:48 +02:00
Juan Linietsky
850eaf7ed7
-the new shader language seems to work
...
-shader editor plugin can edit shaders
-code completion in shader editor plugin
2016-10-07 11:31:18 -03:00
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
Fabio Alessandrelli
1d09c27ba4
Expose more 2D/3D physics options in project settings
2016-10-03 14:40:47 +02:00
Rémi Verschelde
03ee749989
Merge pull request #6529 from pkowal1982/scrolltree
...
Add scrolling to Tree control in Drag and Drop mode
2016-10-03 11:44:32 +02:00
Pawel Kowal
9e5aaa27bc
Add scrolling to Tree control in Drag and Drop mode
2016-09-17 21:29:55 +02:00
Rémi Verschelde
80861b7d59
Merge pull request #6414 from RandomShaper/improve-shader-shadow
...
Expose additional light/shadow properties to canvas item shaders
2016-09-17 18:34:22 +02:00
Juan Linietsky
8bcb6a290c
-Added VeryLowDPI and MidDPI modes to Godot editor.
...
-Improved HiDPI detection (requires resolution of > 2000 in X axis)
2016-09-13 11:05:47 -03:00
Pedro J. Estébanez
0960887625
Expose light shadow color to canvas item shaders
2016-09-07 01:52:54 +02:00
Juan Linietsky
b780679302
-Added focus to comment node
...
-Make comment node not grab focus on main area
2016-09-02 12:03:49 -03:00
Juan Linietsky
fc70824f7c
More improvements to visual script..
...
fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -03:00
Juan Linietsky
9c6175db11
More visual script work
...
-Block switches to 2d/3d editor if editing visual script
-Added cast node in flow control
-Added ability to do RPC in visual script
-Comment nodes
-Fix bug with inverted cable in connecting backwards
-Copy and paste nodes, including from different scripts
2016-08-25 17:45:20 -03:00
Juan Linietsky
231c72b5eb
prettier connections for graph edit
2016-08-23 10:15:47 -03:00
Daniel J. Ramirez
287b6d0e04
Some new icons for visual script and graphs
2016-08-08 17:23:31 -05:00
Juan Linietsky
9890c1d2ca
Likely with bugs and with some features are missing, as well as profiler support, but VisualScript should be more or less done!
2016-08-06 19:00:54 -03:00
Juan Linietsky
259418f827
VisualScript can now execute visual scripts, but there is no debugger or profiler yet.
2016-08-05 22:48:00 -03:00
Juan Linietsky
6ed5d48d0c
Concluded base visual scripting! can edit but not run though.
2016-08-04 00:05:35 -03:00
Juan Linietsky
3d1d190dcd
Merge branch 'master' of https://github.com/godotengine/godot
2016-08-02 19:11:47 -03:00
Juan Linietsky
ad313097eb
WIP visual scripting, not working yet but you can check out stuff
2016-08-02 19:11:05 -03:00
Zher Huei Lee
0de7860511
DynamicFont caches now accounts for texture flags
...
CacheID added for future-proofing
2016-08-02 15:36:11 +01:00
Zher Huei Lee
af6ef01c69
Added extra spacing support for DynamicFont
...
Side effect is that label min-size will now take into account
kerning.
2016-08-02 11:05:20 +01:00
Zher Huei Lee
7b165e8ac2
Added texture mipmaps and filtering to DynamicFont
2016-08-02 08:01:51 +01:00
Rémi Verschelde
08ba6086be
World2D: Fix typo in default_density deprecation check
2016-07-28 19:03:32 +02:00
Juan Linietsky
bafcabb157
Merge pull request #5832 from Algrin6/patch-1
...
Fixes defects in Curve2D and Curve3D
2016-07-24 11:44:42 -03:00
Saracen
f86b698765
SurfaceTool add_index method exposed to scripts.
2016-07-22 04:52:41 +01:00
Juan Linietsky
124e3591a5
Some optimizations and limits for extreme zoom in and out in editor, fixes #5820
2016-07-21 10:11:53 -03:00
volzhs
dd7b1021f6
Remove "SMOOTH BEGIN?" message
2016-07-21 17:34:58 +09:00
Algrin6
2b60884659
Fix curve bug
2016-07-21 02:14:58 +03:00
Juan Linietsky
0988970c1f
Fixed properly not save signals that already exist in their base scenes, closes #5656
2016-07-19 21:26:12 -03:00
Juan Linietsky
9de33e18f1
WIP bugfix for existing connections
2016-07-19 20:20:28 -03:00
Rémi Verschelde
525fb01fd2
Revert "Homogeinize resource formats loaders/savers"
...
The text format definition needs to stay in `scene/` as it relies
on other scene components, and `core/` must stay self-contained.
This reverts commits a5e27503fd
and 1492fd8460
.
2016-07-19 18:15:01 +02:00
Juan Linietsky
7a4d67ae71
Property convert images to RGBA before applying hq2x, fixes #5168
2016-07-18 18:30:30 -03:00
Juan Linietsky
f10bd217a2
properly fixed notificaitons for theme changed, closes #5774
2016-07-18 16:41:59 -03:00
Juan Linietsky
254d79a560
Add a function to notify font users that the font changed. Closes #5774
2016-07-18 10:00:26 -03:00
Rémi Verschelde
be563a1663
Merge pull request #5757 from Razzlegames/blendIndexFix
...
Could not use pre multiply alpha for material in editor
2016-07-18 00:54:38 +02:00
Rémi Verschelde
3183834c5d
Merge pull request #5657 from Paulb23/block_caret
...
Added block caret to TextEdit
2016-07-18 00:44:45 +02:00
Kyle Luce
4e69bc3bff
Could not use pre multiply alpha for material in editor
...
- 3 was hard coded, I just changed to 4. Unfortunately this will break every time
a blend mode is added
2016-07-17 11:09:47 -07:00
Juan Linietsky
24d86e33a6
Merge pull request #5467 from RandomShaper/enhance-tidy-extensions
...
Enhance/tidy file extensions management
2016-07-16 09:28:49 -03:00
Paulb23
54f720ac06
Added block caret to TextEdit
2016-07-12 16:07:17 +01:00
Paulb23
12e3bb1f01
Removed duplicate color
2016-07-11 15:40:04 +01:00
Paulb23
cc133c9289
Expose colors to theme
2016-07-11 14:57:32 +01:00
Juan Linietsky
49b288d331
Add function to get the list of samples, closes #5561
2016-07-10 13:00:42 -03:00
Rémi Verschelde
3a70d4a072
Merge pull request #5589 from akien-mga/pr-unused-var
...
Removing some more unused vars and dead code
2016-07-09 14:33:30 +02:00
Rémi Verschelde
a15de80942
classref: Fix arg name for is_action_pressed/released
...
Also position TEXTURE_SPHERE constant properly.
2016-07-08 23:40:43 +02:00
Rémi Verschelde
f40f360a2c
Remove unused variables (fourth pass) + dead code
...
Also fix a potential regression from 3fcb9b1ec1
.
2016-07-08 16:47:55 +02:00
Juan Linietsky
b391306828
Make both signals be ordered and samplelibrary items too, fixes scenes changing for git, closes #5289
2016-06-30 18:43:47 -03:00
Pedro J. Estébanez
a5e27503fd
Homogeinize resource formats loaders/savers
2016-06-28 18:27:12 +02:00
Juan Linietsky
519fce94e9
Remove error when getting dependencies from tscn files in some cases, closes #3897
2016-06-28 12:35:11 -03:00