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* is_active to is_pausedAlexHolly2017-03-191-10/+16
| | | | rm doc
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-46/+36
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-13/+13
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-4/+4
| | | | This saves typing and is a step towards fixing #56
* - _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky2017-01-101-12/+12
| | | | | | | use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-13/+13
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* 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!
* Now the timer could be pausedHearto Lazor2016-03-311-3/+23
| | | | | pause with: set_active(true/false) is paused with: is_active()
* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
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* -make stream player and time restore state properly if removed, fixes #1949Juan Linietsky2016-02-021-0/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Update documentation for TileSet and TimerRémi Verschelde2015-09-251-1/+4
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* - Implemented support for fixed process on timer. Useful for cooldowns ↵Hearto Lazor2015-05-101-9/+60
| | | | | | | | | | | | | | | without the influence from framerate similar to animation player (idle/fixed mode), where idle mode = old timer, fixed mode = fixed process implementation: Example of the behaviour with a stream of bullets with timers on different frame rates: https://gfycat.com/HeartyImpressiveIndiancow - A change for more uniform ticks on fixed/idle without this fix: http://i.imgur.com/0TMQ6CG.png with this fix: http://i.imgur.com/3zYx16c.png
* -fix timer behavior described, closes #1455Juan Linietsky2015-05-011-0/+2
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Batch of BugfixesJuan Linietsky2014-12-071-1/+2
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* ColladaJuan Linietsky2014-10-141-2/+3
| | | | | | | | | | | | -=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
* Little BitsJuan Linietsky2014-10-121-1/+4
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+140