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path: root/core/global_constants.cpp
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Moved member variables to initializer listWilson E. Alvarez2017-08-221-7/+7
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-476/+535
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* Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTERBojidar Marinov2017-08-061-1/+1
| | | | Closes #7695
* Remove duplicate keycode constant for Numpad Enter key.bruvzg2017-07-261-1/+0
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-3/+3
| | | | this might cause bugs I haven't found yet..
* Fix two typos from previous commitRémi Verschelde2017-05-171-6/+6
| | | | Also cleanup comments on variant types.
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+0
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Merge pull request #8133 from Hinsbart/joy_constantsRémi Verschelde2017-03-241-17/+4
|\ | | | | Input: Refactor JOY_* constants.
| * Input: Refactor JOY_* constants.Andreas Haas2017-03-241-17/+4
| | | | | | | | | | | | | | **Breaking change** Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware. Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
* | Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
|/ | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-498/+492
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Match ERROR_QUERY_FAILED enum with othersvolzhs2017-02-021-1/+1
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-0/+1
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* Type renames:Juan Linietsky2017-01-111-10/+10
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-1/+6
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* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-1/+1
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* Begin modifying properties to make them more friendly to script and doc.Juan Linietsky2017-01-031-1/+1
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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* -All variables from script are visible through get_property_list(), not just ↵Juan Linietsky2016-06-111-0/+1
| | | | | | | those with export() -Added PROPERTY_USAGE_SCRIPT_VARIABLE to identify what comes from script -closes #5146
* Exposed remaining PROPERTY_USAGE constants to scriptSaracen2016-06-011-0/+14
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* Remove duplicateRémi Verschelde2016-04-071-1/+0
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* Completed the support for plugins! It is not possible to add plugins.Juan Linietsky2016-02-271-0/+1
| | | | | | Not all APIs are provided yet, please request whathever you are missing. Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings. Have fun!
* Rename KEY_KP_SUBSTRACT to KEY_KP_SUBTRACTRémi Verschelde2016-02-171-1/+1
| | | | | The former name was incorrect in English, though for us latin lovers it's an understandable mistake. Second part of and closes #3626.
* support horizontal mouse wheel, use in text editorhondres2016-02-041-1/+4
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* -Added method flags to global constants for scriptJuan Linietsky2016-01-311-0/+10
| | | | -Added a new flag METHOD_FLAG_FROM_SCRIPT to get_method_list() flag property. Closes #3489
* bind trigger constantshondres2016-01-021-0/+3
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* **WARNING BEFORE PULLING**Juan Linietsky2015-08-231-0/+1
| | | | | | | | | | | This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools. If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :) Summary of Changes -New Filesystem dock, with filesystem & tree view modes. -New refactoring tools, to change or fix dependencies. -Quick search dialog, to quickly search any file
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Update global_constants.cpptheuserbl2015-02-271-0/+1
| | | Making KEY_MASK_CMD usable in GDScript
* 3D Physics and Other StuffJuan Linietsky2014-09-021-9/+20
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+516