Commit Graph

277 Commits

Author SHA1 Message Date
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
665bf52948 Optimize-out some debug and/or non-tools methods
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 16:35:55 +02:00
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
49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00
886f646cba Implements modules documents
Editor can generate documents for modules in thier own xml files
2017-03-04 17:20:36 +01:00
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
b87a232668 Reorder the folders in tools to prepare moving tools/editor
- `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
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
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
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.
-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.
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
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!
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
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
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
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
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
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)
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
-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
-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
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
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)
-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