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* -Changed var2str and str2var in GDScript to use VariantWriter and VariantParserJuan Linietsky2015-12-311-126/+5
| | | | -It is now finally possible to parse back a variant from text!
* merged some stuff for okamJuan Linietsky2015-09-031-2/+10
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* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-0/+57
| | | | | | | | 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 conversion from int, string to colorJuan Linietsky2015-05-271-2/+6
| | | | fixes #1971
* Made type-checking for arguments less trict between bool, int real. Fixes #1816Juan Linietsky2015-05-051-4/+4
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* -More strict argument type-checking, will make many bugs visible, fixes #1809Juan Linietsky2015-05-041-5/+255
| | | | -added NOTIFICATION_INSTANCED
* -invalidated string -> int automatic conversion, fixes #1788Juan Linietsky2015-05-041-3/+3
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* added return keyword, fixes #1797Juan Linietsky2015-05-041-1/+1
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* Sort xml files, so order is constantest312015-05-011-0/+9
| | | | Makes xml format work better with version control systems.
* Ability to convert from nodes or other non resource with a get_rid() ↵Juan Linietsky2015-04-241-2/+10
| | | | function to a rid
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* begin new serialization frameworkJuan Linietsky2015-02-151-17/+26
| | | | also got rid of STL dependency on triangulator
* New Code CompletionJuan Linietsky2014-12-161-0/+126
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -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
* A bit of everything:Juan Linietsky2014-05-141-0/+10
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -Fixed a few bugs in ViewportJuan Linietsky2014-04-101-0/+13
| | | | | -Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
* -HttpClient: ’Content-Length’ is added to httprequest if not provided in ↵Juan Linietsky2014-04-051-1/+1
| | | | | | | | | the headers and a body exists -expressions in GDScript can take multiple lines if inside parenthesis (python-like) -Added \ to force linebreaks to GDscript (python-like) -added exclude objects from raycast -fixed crashes
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+2610