5b3709d309
Removal of InputEvent as built-in Variant type..
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this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
98a3296702
Removal of Image from Variant, converted to a Resource.
2017-05-17 07:37:45 -03:00
837a667225
Fix #8674 , and rename a few things for clarity
2017-05-08 22:39:27 +03:00
c4ffe89204
Changed indent type settings
2017-04-26 12:14:03 +01:00
924bccdbd1
Honoring the Indent setting for gdscript
2017-04-25 06:57:49 +05:30
9acfb0782c
Merge pull request #8444 from magyar123/pr-complete-paths
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Script editor now automatically completes file paths in GDScript
2017-04-24 11:37:57 +02:00
71978685f9
Added autocomplete for file paths in the script editor
2017-04-18 17:22:01 +02:00
84bca4e72f
Added support for space indentation
2017-04-18 12:30:46 +01:00
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
debeee56f7
Fix typos in source code using codespell
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From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
edaf77abd6
Fixed typo in gdscript autocompletion.
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There was a missing '!' sign, but autocompletion shows parent script members too.
2017-03-17 23:27:44 +01:00
5dbf1809c6
A Whole New World (clang-format edition)
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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
5e938f0001
Inf and NaN support added to GDScript.
2017-02-28 21:52:33 +00:00
1ec8b9fb7d
Merge pull request #7851 from shlomif/fix-some-compilation-warnings
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Get rid of some compilation warnings.
2017-02-26 20:22:48 +01:00
0a2c387d5c
Fix some compilation warnings.
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Redone the commit based on the input in
https://github.com/godotengine/godot/pull/7851 . Not all warnings were
fixed but it's a start.
2017-02-21 11:59:19 +02:00
de0045cf1b
-renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
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-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
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
d9d77291bc
rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename()
2017-01-14 00:51:09 -03:00
bc26f90581
Type renames:
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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
547a57777b
renamed joystick to joypad everywhere around source code!
2017-01-08 17:06:33 -03:00
8963ca3d17
Fix code completion for new getnode syntax
2017-01-08 03:01:52 -03:00
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
9e477babb3
-GDScript support for accessing properties directly
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-Added code lookup and code completion support for properties too
2017-01-04 17:37:45 -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
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
5ef64aae58
Fix build for templates
2016-09-12 22:40:46 -03:00
37f1e86108
Do ctrl-click on any code identifier to go to definiton or help page.
2016-09-12 10:53:31 -03:00
b83350f4b2
Added constants from types in code completion, somehow this was never added.
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Stuff like Label.ALIGN_CENTER or Mesh.PRIMITIVE_TRIANGLES did not complete..
2016-09-11 12:20:28 -03:00
fc61eb37ce
Merge pull request #5920 from 29jm/fix-warnings
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Fix some more warnings
2016-09-10 12:21:02 -03:00
00e743b76a
Clean up GDScript template
2016-09-05 19:58:04 +02:00
1add52b55e
Brand new networked multiplayer
2016-08-19 16:48:41 -03:00
046f94d3ac
Remove some unused variables
2016-08-13 13:21:35 +02:00
6671c6bdc7
Added yield() signal smart autocompletion.
2016-08-06 22:11:03 -03:00
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
259418f827
VisualScript can now execute visual scripts, but there is no debugger or profiler yet.
2016-08-05 22:48:00 -03:00
b80c42ef4e
Document FuncRef, GDFunctionState, InstancePlaceholder, RID, World2D
2016-07-30 21:27:58 +02:00
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
3754f6cd75
Properly show the source:line even in inner clases, closes #3766
2016-06-28 11:49:57 -03:00
422fac5066
Removed lots of prints
2016-06-18 18:01:06 -05:00
57c67fb0f7
reverted to ==, if a line is missing a statement, we'll have to make sure to add it
2016-06-17 21:57:46 -03:00
dcd50f8838
changed == for >= since some statements may not store a line (if line is empty)
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this is added to #5204
2016-06-17 21:19:09 -03:00
17b6cebcfe
Fix crash in code completion
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Fix #4641
2016-06-13 22:19:39 -03:00
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
70cdfa681a
-Change link to new documentation
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-fixed bug in tilemap collision debug
2016-02-20 10:02:14 -03:00
285c400288
Merge pull request #3658 from Hinsbart/doc_joyevent
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doc: use correct identifiers for InputEventJoystick{Motion, Button}
2016-02-11 07:17:43 +01:00
6de2b9d864
doc: use correct identifier for InputEventJoystick{Motion, Button}
2016-02-10 23:37:25 +01:00
61f03c98c8
-Added missing functions to the doc, fixes #3583
2016-02-09 16:58:03 -03:00
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
110de2ccac
-Added proper code completion for singletons
2015-12-28 16:36:29 -03:00