Commit graph

54 commits

Author SHA1 Message Date
Andrii Doroshenko (Xrayez)
72436956dd Update GDScript completion names for Pool*Arrays
Notice: GDScript tokenizer used the old PoolFloatArray name.
Renamed PoolFloatArray to PoolRealArray.

Moved "project_settings.h" down one line to comply with the clang-format rules.

Fixes #9638

Closed pull request #9714 because I messed up with commits, sorry!
2017-07-25 12:14:40 +03:00
alexholly
935f730170 renamed all Rect3.pos to Rect3.position 2017-06-09 15:54:02 +02:00
Rémi Verschelde
71ada5bc2c Merge pull request #9015 from mcanders/mcanders/ParseObjectVariantFix
Fix Variant::OBJECT token parsing
2017-06-07 07:51:32 +02:00
Carter Anderson
0a8de39bb1 Fix Variant::OBJECT token parsing 2017-06-04 21:33:09 -07:00
alexholly
a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Juan Linietsky
bb20f230ad -Added .hdr format support
-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-28 21:48:05 -03:00
Juan Linietsky
5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Rémi Verschelde
c3baf5eb3c Fix two typos from previous commit
Also cleanup comments on variant types.
2017-05-17 18:45:56 +02:00
Juan Linietsky
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Rémi Verschelde
7ce8342ac5 Rename project file to "project.godot"
Slimmed down variant from the reverted #8375.
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).

This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).

Closes #6915.
2017-05-01 17:50:19 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Juan Linietsky
74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
Thaer Razeq
f50488a361 Various fixes detected using PVS-Studio static analyzer.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Juan Linietsky
102b5fce85 Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.x 2017-02-04 20:53:55 -03:00
Juan Linietsky
4c28f35b2c Merge pull request #7002 from RandomShaper/vcs-friendliness
Greater VCS friendliness
2017-01-25 14:52:40 -03:00
Pedro J. Estébanez
7dbb1c0571 Improve .tscn VCS
Serialize dictionaries adding newlines between key-value pairs
Serialize group lists also with newlines in between
Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders)

Bonus:
Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file.

This PR is back-compat; won't break the load of existing files.
2017-01-16 18:03:51 +01:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde
3890256fc5 Style: Cleanups, added headers, renamed files
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.

Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
547a57777b renamed joystick to joypad everywhere around source code! 2017-01-08 17:06:33 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Rémi Verschelde
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00
Thomas Edvalson
6debabe57e
Use int instead of int32_t for Vectors 2016-10-06 16:51:19 -04:00
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Fabio Alessandrelli
941f460384 Properly encode InputEvent of type NONE. Fix #5987
In the editor settings you can disable default editor shortcuts.
When a default shortcut is disabled an InputEvent of type NONE must
be stored in the config file to allow the editor to remember that setting.
variant_parser.cpp was not properly encoding InputEvent of type NONE causing
the "corruption" of the editor settings file.
2016-10-03 02:40:53 +02:00
Bojidar Marinov
2150855faf
Fix reading of empty StringArray-s in .tscn
Closes #5912
2016-07-27 17:59:42 +03:00
Juan Linietsky
6872139300 Add quotes to .tscn keys, solves #4366 2016-06-20 18:41:59 -03:00
Rémi Verschelde
a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Juan Linietsky
45443a1651 Changed reload logic to auto-hard-reload scripts on save. It's simpler to use and also fixes #4756 2016-06-13 10:58:32 -03:00
Juan Linietsky
910151a361 -Avoid negative zero from being saved to config files o resource files, fixes #4758 2016-06-13 10:16:43 -03:00
Juan Linietsky
007efb6a20 -customizable shortcuts in editor
-editor settings now save to .tres instead of .xml
-buttons can now hold a shortcut
2016-06-04 21:31:47 -03:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Juan Linietsky
9386b76497 -Propertly detect mantissa floats in variantparser, fixes #3257 2016-02-01 19:17:05 -03:00
Juan Linietsky
b587614653 Make sure variant parser recognizes "nil" for compatibility with old engine.cfg style cofig. Closes #3531 2016-02-01 19:01:06 -03:00
Biliogadafr
31fe57778d Parse ColorArrays correctly (tscn)., fixes #3530 2016-02-01 02:56:58 +03:00
Juan Linietsky
725b61bb6c properly handle typed array constructors in VariantParser, closes #3054 2016-01-10 23:22:48 -03:00
Juan Linietsky
cc34e0dee9 Make sure variant parser actually writes floats when float property is requested, closes #3301 2016-01-10 11:51:05 -03:00
Juan Linietsky
292e8bf0ab fix issues related to StringArray parsing 2016-01-08 21:09:13 -03:00
Juan Linietsky
176afb2feb -Use simpler methods for parsing simple tags, fixes #3274 2016-01-08 19:03:17 -03:00
Juan Linietsky
b6388e6001 added ':' support to VariantParser, given it' s used by export.cfg 2016-01-07 09:16:11 -03:00
Juan Linietsky
4e367a4b7b -fix bugs related to parsing config files with new variantparser, closes #3248 closes #3207 2016-01-07 09:07:18 -03:00
mrezai
5bf25e46be Fix config file parser bug that cause showing project name as "Unnamed Project" 2016-01-06 12:10:38 +03:30
Juan Linietsky
432e2e7769 proper joy axis support as actions, can be configured and inquired, fixes #2317 2016-01-02 09:37:16 -03:00
Juan Linietsky
bc2b1696e6 suport old-style engine.cfg colors in VariantParser, fixes #3176 2015-12-31 14:30:50 -03:00
Juan Linietsky
586e482a98 -Fix parsing of comments in VariantParser, fixes #3175 2015-12-31 10:25:21 -03:00
Juan Linietsky
b60a3e7202 -Changed var2str and str2var in GDScript to use VariantWriter and VariantParser
-It is now finally possible to parse back a variant from text!
2015-12-31 00:54:00 -03:00
Juan Linietsky
fd836cad27 -Ensure .tscn and .tres always save in a deterministic way, fixes #2495
-Scene edit state is saved outside the scene now, to avoid changes .tscn files when nothing really changed
-Created a VariantWriter helper to unify all variant to text writing
-Moved SceneFormatText writing to VariantWriter
-Moved ConfigFile to use VariantWriter and VariantParser, added compatibility mode for old .cfg files that use engine.cfg format
2015-12-31 00:31:00 -03:00