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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+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 formattingRémi Verschelde2018-01-051-0/+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 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-27/+19
| | | | | | | | | | | | | | | | | | | | | | | | 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
* 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!
* Rename WINRT_ENABLED to UWP_ENABLEDGeorge Marques2016-11-031-1/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-1/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 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.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+102