Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Remove unnecessary code and add some error explanations | qarmin | 2019-07-01 | 1 | -2/+0 |
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* | Update copyright statements to 2019 | Rémi Verschelde | 2019-01-01 | 1 | -2/+2 |
| | | | | Happy new year to the wonderful Godot community! | ||||
* | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | 2018-09-12 | 1 | -1/+2 |
| | | | | | | 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 missing copyright headers and fix formatting | Rémi Verschelde | 2018-01-05 | 1 | -0/+1 |
| | | | | | | 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 2018 | Rémi Verschelde | 2018-01-01 | 1 | -2/+2 |
| | | | | Happy new year to the wonderful Godot community! | ||||
* | Style: Re-apply clang-format over recent invalid additions | Rémi Verschelde | 2017-12-10 | 1 | -3/+3 |
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* | Add indent and sort keys support for JSON.print | Geequlim | 2017-11-07 | 1 | -13/+40 |
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* | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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* | Synchronize parameter names in definition and declaration | TwistedTwigleg | 2017-08-16 | 1 | -30/+30 |
| | | | | Fixes #10244. | ||||
* | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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* | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -163/+136 |
| | | | | | | | | | | | | | | | | | | | | | | | | 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 | ||||
* | JSON::parse reports errors on open-ended objects | Karroffel | 2017-02-06 | 1 | -2/+2 |
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* | Fix error while JSON::parse with empty string | Geequlim | 2017-01-15 | 1 | -1/+1 |
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* | Both Array and Dictionary are always in shared mode (removed copy on write). | Juan Linietsky | 2017-01-11 | 1 | -2/+2 |
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* | Type renames: | Juan Linietsky | 2017-01-11 | 1 | -3/+3 |
| | | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | ||||
* | Moved JSON functions to built-in to_json, parse_json, validate_json | Juan Linietsky | 2017-01-08 | 1 | -11/+8 |
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* | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-01 | 1 | -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! | ||||
* | added a new function to escape properly json, fixes #3282 | Juan Linietsky | 2016-01-10 | 1 | -1/+1 |
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* | Update copyright to 2016 in headers | George Marques | 2016-01-01 | 1 | -1/+1 |
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* | make json sub-dictionaries shared, fixes #2381 | Juan Linietsky | 2015-12-31 | 1 | -2/+2 |
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* | Change handling of invalid JSON escape sequences. | Bojidar Marinov | 2015-11-16 | 1 | -6/+6 |
| | | | | Instead of reporting an error, just ignore the first backslash and continue. Fixes #2521 | ||||
* | Updated copyright year in all headers | Juan Linietsky | 2015-04-18 | 1 | -1/+1 |
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* | -fixed issue with denormals in half precission, closes #1073 | Juan Linietsky | 2015-01-03 | 1 | -1/+1 |
| | | | | -added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102 | ||||
* | GODOT IS OPEN SOURCE | Juan Linietsky | 2014-02-09 | 1 | -0/+477 |