dcb95ec147
removed duplicated functions in class hierarchy that were bound more than once
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added a check to detect this case in the future
2017-01-14 11:10:42 -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
04c749a1f0
New API for visibility in both CanvasItem and Spatial
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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
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
ac04a932d6
Merge pull request #7364 from guilhermefelipecgs/fix_bottom_panel_visibility_on_play
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Fix bottom panel visibility on play
2017-01-02 15:54:26 +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
83b82fc267
Fix visibility of bottom panel when start playing
2016-12-24 19:52:43 -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
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
8514eaf34b
Always show output panel when debugging
2016-09-06 01:46:50 +02:00
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
f20680947b
Keep debugger selected tab open when pressing the pause button
2016-07-17 09:27:36 -03:00
3fcb9b1ec1
Removed unused variables (second pass) + dead code
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:59 +02:00
f071c82742
remove (for now) the next/prev instance buttons in debugger, closes #4993
2016-06-11 21:40:51 -03:00
9e745b920f
Ability to reload scripts on running game
2016-06-01 20:31:42 -03:00
0fc4f1bcf4
Added more translatable strings in code. Updated template tools.pot.
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also improved Russian localization.
2016-05-30 21:47:53 +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
ea9cde8842
Debugger: show error message if description is not available
2016-05-25 22:57:41 +02:00
d3495b128a
-Improve resource previews
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-Also fixed draw_texture_rect() tile parameter
2016-05-23 17:11:49 -03:00
b2a4908e9c
Real-Time Remote Inspector support
2016-05-22 19:29:06 -03:00
eacb8f04c4
Merge remote-tracking branch 'origin/master'
2016-05-21 22:34:55 -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
00d8f86044
i18n: Second pass at proofreading
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Mostly removing commented out strings, plus a few critical ones
that should not be translated.
2016-05-21 01:27:27 +02:00
94c34ff890
i18n: Proofreading of all strings
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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
567cb691ec
Modified editor strings to be translatable in the future
2016-05-03 22:25:37 -03:00
8ceab5ddaf
Debugger: Fix breaked signal binding ( #4508 )
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Closes #4270 .
2016-05-01 23:06:30 +02:00
87517c564b
Merge pull request #3436 from neikeq/rm_dbg_x
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Removed debugger X (hide) button
2016-01-25 11:02:26 +01:00
31a4762fea
Merge pull request #3435 from neikeq/output_focus_steal
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Fix Output panel annoying focus steal
2016-01-25 00:30:14 -03:00
dd197cd6d3
Removed debugger X (hide) button
2016-01-24 16:44:59 +01:00
a3e4914355
Fix Output panel annoying focus steal
2016-01-24 16:26:03 +01:00
6c27df8df6
-Fixes a bunch of stdout errors, closes #2763 closes #2731
2016-01-23 19:51:51 -03:00
74a48a0140
-Massive editor dialog cleanup
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-Added a bottom menu list
2016-01-17 20:03:57 -03:00
514eed4072
Fix debugger close button and script editor "Show Debugger"
2016-01-08 16:43:50 -03:00
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
df57239f7f
Remove last remaining variables of PR-3043
2015-12-12 18:15:31 -03:00
e19f176765
fix broken merge
2015-12-12 10:21:22 -03:00
a2d817405e
Merge branch 'master' of https://github.com/godotengine/godot
2015-12-12 10:14:13 -03:00
cd4c3f4d12
-added option to keep debugger open, fixes #3031
2015-12-12 10:09:50 -03:00
4d644ca997
Script debugger remains visible when using Debug->Show Debugger
2015-12-12 10:04:51 -03:00
2e1b4ecf4b
Fix small memory leak
2015-10-28 10:34:02 -03:00
b59c86f6f9
-Ability to debug video memory usage
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-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
b5011d9bf1
-Fixes on atlas import to save memory if mipmaps are not used
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-Make the video memory visible to improve debugging
2015-10-20 19:19:19 -03:00
8280bb0de0
more debugger fixes
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-setting/clearing breakpoints during run-time now works
-multi-line strings resulted in wrong line numbers in bytecode, fixed
2015-08-04 20:17:39 -03:00
d1da2c2995
error debugger
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shows the list of errors that happened during running the game, traces
can be analyzed
2015-08-04 09:47:32 -03:00
cbee679bd7
live debug fixes
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removing node in live debugging fixed
2015-08-02 20:28:10 -03:00
59961c9914
Live edit WORK IN PROGRESS
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1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
2015-08-02 12:30:01 -03:00
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
f1b9994cbc
Fix process being debugged has exited pop up #1128
2015-01-08 09:14:56 -07:00
0dbedd18fc
SceneMainLoop -> SceneTree
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*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