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* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-2/+5
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* added ability to define signals in scriptJuan Linietsky2015-06-241-0/+9
| | | | closes #2175
* Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-0/+58
| | | | | | | | | | | -ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
* work in progress, resource previewsJuan Linietsky2015-05-311-1/+1
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* improved animation editorJuan Linietsky2015-05-251-0/+33
| | | | | | | | | -same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres
* -Rename unexisting by nonexistant, closes #1940Juan Linietsky2015-05-181-4/+4
| | | | -Added function to retrieve list of actions fron InputMap
* -convert to subscene keeps signal connections, fixes #1863Juan Linietsky2015-05-101-0/+17
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* -Changed Godot exit to be clean.Juan Linietsky2015-04-201-1/+14
| | | | | -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Made sure that "free" function appears in documentation and code ↵Juan Linietsky2015-04-121-0/+2
| | | | completion, fixes #1664
* add : bool Object.is_queued_for_deletion()yg2f2015-03-281-0/+7
| | | | | `object.is_queued_for_deletion()` return true if the object was `object.queue_free()` or `SceneTree.queue_delete(object)`.
* merges from okam repoJuan Linietsky2015-03-031-0/+8
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* New Code CompletionJuan Linietsky2014-12-161-0/+5
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* Fix some more incorrect bindingsGerold312014-10-261-1/+1
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* Fixed too many little issues, check the issues closed today.Juan Linietsky2014-09-211-0/+2
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* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-4/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* -Support for changing fontsJuan Linietsky2014-04-051-2/+52
| | | | | | | -Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+1660