b87a232668
Reorder the folders in tools to prepare moving tools/editor
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- `certs` and `editor_fonts` go to `thirdparty`
- `dist` and `scripts` go to a new `misc` folder
- `collada` and `doc` go to `tools/editor`
The next step will be to rename `tools/editor` to `editor` directly,
but this will be done at the right time to avoid breaking too many PRs.
2017-02-09 00:08:27 +01:00
102b5fce85
Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.x
2017-02-04 20:53:55 -03:00
2cd2ca7bbc
Lot of work in new importer, importing textures now works.
2017-02-01 09:46:36 -03:00
96de0141cc
Removed import/export system, will start new one from scratch.
2017-01-25 21:57:08 -03:00
7e1afeafd4
Audio bus editing is COMPLETE!
2017-01-25 14:31:52 -03:00
2a0ddc1e89
Style: Various fixes to play nice with clang-format
2017-01-16 08:49:52 +01:00
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
b400c69cd4
Oops! Audio engine has vanished :D
2017-01-15 16:07:51 -03:00
5dde810aa5
no more errors related to missing GlobalConfig::Get (or so I hope)
2017-01-14 21:57:22 -03:00
93ab45b6b5
Style: Fix whole-line commented code
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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
f19fd7a4c1
Reenable node name case setting + code cleanups
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The method _generate_serial_child_name is indeed called relatively often
in editor mode, but that commented out code chunk hardly adds to its
slowness (and with the default setting, not at all).
Also did various related code cleanups and simplifications.
2017-01-13 22:38:43 +01:00
e53c247cb1
Created new Engine singleton, and moved engine related OS functions to it.
2017-01-13 12:51:14 -03:00
b7d69c2444
Added a BACK notification besides QUIT, so they go in separate channels.
2017-01-11 16:42:31 -03:00
8b7a86ec7b
Move tests again from core to main
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As advised by @reduz, as tests depend on other libs.
2017-01-08 21:33:37 +01:00
790f629e5e
Move core engine tests to core/
2017-01-08 14:08:18 +01:00
0f7af4ea51
-Changed most project settings in the engine, so they have major and minor categories.
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-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
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
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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
ce26eb74bc
Merge branch 'master' of https://github.com/godotengine/godot
2017-01-02 19:12:25 -03:00
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
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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
c7bc44d5ad
Welcome in 2017, dear changelog reader!
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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!
2017-01-01 22:03:33 +01:00
cacf9ebb7f
all light types and shadows are working, pending a lot of clean-up
2016-11-09 23:55:06 -03:00
c34aa331ec
Fix typos and missing newlines in --help
2016-11-03 16:27:40 +01:00
ab4126f510
Merge branch 'master' of https://github.com/godotengine/godot
2016-10-30 09:00:45 -03:00
b675710b46
Merge pull request #6677 from J08nY/issue-pck-packer
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PCKPacker: Move to core from tools, fixes #4129
2016-10-03 12:06:19 +02:00
90f4e76a46
Merge pull request #6479 from RandomShaper/improve-debug-focus
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Improve debug focus behavior
2016-10-03 11:36:01 +02:00
b1fba2e013
PCKPacker: moved from tools into core, fixes #4129
2016-10-01 22:07:07 +02:00
8b15b26eed
Click the inspected objet name to see all subresources.
2016-09-17 19:01:47 -03:00
a75f5f039e
Added API version and hashing to ObjectTypeDB
2016-09-14 19:37:37 -03:00
66dac878ac
Improve debug focus behavior
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Fix focusing debugged game on Windows
Add re-focusing editor on continue
2016-09-14 04:02:18 +02:00
8ddc0b697b
enable autoload for command-line scripts
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fixes #6360
2016-09-06 21:41:03 +03:00
5b96c3a552
-Modified Input and added is_action_just_pressed() as well as is_action_just_released()
2016-09-01 18:59:46 -03:00
1a1b62748a
Fix crash on asset lib install
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This is not the perfect solution, but fixes the crash and avoid a
dependency on EditorNode.
2016-07-10 17:19:29 -03:00
920310e72a
removed target_fps option, moved it to debug (it makes no sense for games). Added a frame_delay option for games that don't want to use the CPU fully.
2016-07-09 12:34:30 -03:00
b6ac91c0e6
Removed unused variables (first pass)
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:03 +02:00
5e7f1fc79b
update EditorDirDialog on external change, closes #4629
2016-06-18 16:03:35 -03:00
2420e46b44
vsync support
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-works on windows
-may not work on X11, if so please fix
-OSX does not seem to support disabling vsync
2016-06-05 19:14:33 -03:00
64fd75d91a
Make Input Actions config not affect the editor
2016-06-05 01:19:42 -03:00
9b1f8230ec
-Some fixes to OSX retina scaling for window functions
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-Implemented HiDPI detection and support for Godot Editor!
2016-05-30 00:28:29 -03:00
cc5a020afe
Change low processor usage mode to cap to 60 FPS rather than 40 FPS
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This results in smoother operation in the editor, without needing to
resort to the "Update Always" method which uses more resources than
needed.
2016-05-22 23:51:38 +02:00
a75f896338
First version of Profiler
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It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
0ee8b74101
Always set default clear color
2016-04-15 19:20:50 +02:00
6eb4812317
Borderless window support for the Win32 build. Default window position is now also centred.
2016-03-12 16:38:12 +00:00
8b1dcbfe4d
-Made editor support SSL certs by default (embedded them)
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-Made asset sharing support https
-Many fixes to HTTPRequest
-Added an asset installer dialog
-Visual cleanups to asset sharing tab
-Fixed some issues in ScrollContainer, hope it does not break things
-Asset sharing tab is not visible (hidden on purpose) for now.
2016-03-12 10:46:38 -03:00
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
ea751724a2
adds -pm and -project_manager command line options to start project manager
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fixes bug where the user has an engine.cfg on the executable directory so it runs the game instead of opening the project manager
2016-02-25 03:02:09 -03:00
c0aade4ba4
Merge pull request #3493 from Hinsbart/wm_class
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x11: use different strings for WM_CLASS depending on context
2016-02-03 11:30:22 +01:00
0364d6b076
do not fail on invalid audio driver, fixes #3466
2016-01-31 18:47:13 -03:00
11e4c128ac
x11: use different strings for WM_CLASS depending on context
2016-01-27 21:53:37 +01:00
fb2bf78591
Add ability to set "keep screen on" for android
2016-01-16 20:57:34 +09:00
a44e9ebfa4
Fix wrong type check for autoload
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Regression from c633a29 . Fixes #3342
2016-01-13 20:42:39 +01:00