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* Docs: Ignore OS specific values (constants, project settings, properties).bruvzg2020-07-151-2/+30
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-7/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Update game controller enums.Marcel Admiraal2020-05-131-76/+57
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* Fix handling of PROPERTY_USAGE_SUBGROUP in DocData and editorRémi Verschelde2020-04-201-0/+1
| | | | | Subgroups were added in #37678 but not properly handled everywhere where PROPERTY_USAGE_GROUP is.
* Remove obsolete enumslupoDharkael2020-04-081-3/+0
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* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Update docs and bindings for new integer vector typesRémi Verschelde2020-02-251-10/+10
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* Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-3/+5
| | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* Added StringName as a variant type.Juan Linietsky2020-02-211-0/+1
| | | | Also changed all relevant properties defined manually to StringName.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-0/+2
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-7/+7
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Properly expose all Error constants to scripting languagesRémi Verschelde2019-06-271-22/+30
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* Added constants for the main buttons and axis used in VRBastiaan Olij2019-06-131-0/+16
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* -Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky2018-11-081-2/+3
| | | | -Removed one and zero hints for properties, replaced by default value
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-4/+4
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Add PROPERTY_HINT_PLACEHOLDER_TEXT for String propertiesRémi Verschelde2018-08-201-0/+1
| | | | | | Use it to provide a better example for application identifiers on Android, iOS and macOS, where users thought they *had* to use this as a magic token.
* Added a new MIDIDriver classMarcelo Fernandez2018-07-211-0/+10
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* Added support for extra mouse buttons.unknown2018-07-091-0/+4
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* Fix typos with codespellluz.paz2018-02-211-1/+1
| | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-1/+2
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Mono: Make the bindings generator output enumsIgnacio Etcheverry2017-12-241-0/+37
| | | | - Switch to PascalCase for constants names
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-7/+7
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* Improve slang, especially in user-visible partsUnknown2017-12-051-1/+0
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* Rename Rect3 to AABB.Ferenc Arn2017-11-171-1/+1
| | | | Fixes #12973.
* Increase joystick axis from 8 to 10Bastiaan Olij2017-11-081-0/+2
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* move button/joy constants to enumsjagt2017-10-231-74/+76
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* Fixed a bunch of typos, including an error code.Ross Hadden2017-09-211-1/+1
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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!