Bojidar Marinov
721d9a58c7
Removed a badly listed parameter from funcRef::call_func...
2015-09-25 18:41:42 +03:00
Juan Linietsky
52eebdc001
Merge pull request #2449 from leezh/label-valign-fix
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reworked Label class
2015-09-25 11:29:49 -03:00
Juan Linietsky
447c319f2c
Merge pull request #2502 from vnen/fix-itemlist-typo
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Fix ItemList typo in binding
2015-09-25 11:27:50 -03:00
Juan Linietsky
9962518ffd
Merge branch 'master' of https://github.com/okamstudio/godot
2015-09-24 18:07:13 -03:00
Juan Linietsky
82a3304458
Added ability to set custom mouse cursors. Not hardware accelerated yet.
2015-09-24 18:06:15 -03:00
Juan Linietsky
f6957eb154
Merge pull request #2514 from akien-mga/reference-edition
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Document TileMap class
2015-09-24 18:05:10 -03:00
Juan Linietsky
06d21dfafa
Merge pull request #2523 from leezh/boxcontainer-align
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added alignment to BoxContainer
2015-09-24 10:16:31 -03:00
Zher Huei Lee
c38808b5b1
added alignment to BoxContainer
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Allows aligning contents of VBoxContainer and HBoxcontainer without
having to insert expanding spacers.
2015-09-24 14:07:53 +01:00
Ricardo Pérez
2a90186a8e
Disable filters for tilemap in 2D Platformer demo
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Fixes #2452
2015-09-24 12:03:06 +02:00
Bojidar Marinov
d9583f8a72
Add missing \n to world_wrap. Close #2516
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The issue was that world_wrap would skip over newlines, without adding them to the output.
2015-09-24 10:17:06 +03:00
Rémi Verschelde
d55274b5b0
Document TileMap class
2015-09-23 23:05:47 +02:00
Juan Linietsky
20a1c765db
Merge pull request #2512 from bojidar-bg/patch-2
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Flip < and > in String::xml_escape.
2015-09-23 15:43:37 -03:00
Bojidar Marinov
ca11b2fa4b
Fix _xml_unescape, as suggested by @reduz
2015-09-23 21:40:24 +03:00
Bojidar Marinov
a7f0846a6b
Flip < and > in String::xml_escape. Close #2511
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Before > referred to < and < to >, which is incorrect...
2015-09-23 21:33:31 +03:00
Juan Linietsky
eea52d44c7
Merge pull request #2504 from vnen/fix-collisionshape-add-bug
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Check if shape is valid before referencing it
2015-09-23 12:46:15 -03:00
Juan Linietsky
52ad0b0b2a
Merge pull request #2509 from bojidar-bg/reference-update
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Update descriptions for Vector2 and Vector2Array
2015-09-23 11:50:34 -03:00
Juan Linietsky
a3ed71806d
Merge pull request #2508 from bojidar-bg/patch-1
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Fix a bug with doctool
2015-09-23 11:43:03 -03:00
Bojidar Marinov
f41ed99df2
Update descriptions for Vector2 and Vector2Array
2015-09-23 17:41:02 +03:00
Bojidar Marinov
6adb5ed440
Regenerate docs
2015-09-23 17:34:07 +03:00
Bojidar Marinov
38a5e023af
Fix a bug with doctool (" >")
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Please test, this was made from GitHub GUI, so couldn't test it myself.
2015-09-23 17:16:39 +03:00
George Marques
5ff0b69dae
Move the shape test to a little sooner
2015-09-22 21:30:37 -03:00
George Marques
e68f04b9d0
Check if shape is valid before referencing it
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See the comment from @MartiniMoe at #2366 .
2015-09-22 20:27:48 -03:00
Juan Linietsky
4fef36825e
Merge pull request #2503 from eska014/master
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Add missing `return` so Visual Studio compiles again
2015-09-22 09:38:46 -03:00
eska
ab3b0c82c8
Add missing return
so Visual Studio compiles
2015-09-22 05:59:10 +02:00
George Marques
e6e9e83c2e
Fix typo in ItemList bindings
2015-09-21 14:08:10 -03:00
Juan Linietsky
ce6fefced8
Properly implement OS.alert() from script, and use xmessage on X11
2015-09-21 09:39:46 -03:00
Juan Linietsky
8f07f24318
remove required argument from streamplayer (was a bug), make it default as 0, closes #2492
2015-09-21 03:47:56 -03:00
Juan Linietsky
205634791c
fixed stupid bug caused by accidentally removed line before commit
2015-09-20 17:29:36 -03:00
George Marques
1d45c9a04c
Make dict2inst set internal members of instance
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Fix #2490
2015-09-20 16:17:30 -03:00
Juan Linietsky
83d9a692be
Ability to visually debug geometry visually:
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
Juan Linietsky
3f9e5afe68
begin work on debugging collisions....
2015-09-18 23:10:58 -03:00
Sergey Lapin
4210d5e459
Remove of use_exclude_ctrl_bones option
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use_exclude_ctrl_bones option is not implemented.
This option is supposed to filter-out unneeded skeleton bones.
This option was never implemented (in repository) and confuses
users that feature exists.
This commit removes this option as this option implementation
is not happenning any time soon and claim it exists
confuses users into thinking the feature is supported.
Closes #2476
2015-09-18 12:52:34 +03:00
masoud bh
3c466afb68
Fix X11 Editor Boot Splash
2015-09-17 05:19:43 +04:30
firefly2442
dabb9f5982
add missing physics unit test to --help listing in main.cpp
2015-09-16 16:43:00 -05:00
firefly2442
afbb6c064c
ran cppcheck, found unused variables
2015-09-16 15:35:30 -05:00
Juan Linietsky
889d21e004
Merge pull request #2352 from xodene/patch-6/script-file-new
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Add "New" script button to Script Editor Popup Menu
2015-09-16 09:55:10 -03:00
masoud bh
9d540afd1c
android remove "gen" folder from git.
2015-09-16 16:28:01 +04:30
masoud bh
867c95223d
Fix android build script
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some fixes for android build script.
remove armv6,x86 options and add "android_arch" option for select
compiler architecture (armv7,armv6,x86)(default armv7).
add architecture suffix for output files and you can compile for several
architecture simultaneously.
example:
libgodot.android.opt.debug.armv7.so
libgodot.android.opt.debug.armv7.neon.so
libgodot.android.opt.debug.armv6.so
libgodot.android.opt.debug.x86.so
now we can enable/disable neon on armv7 with "android_neon" option
(default enable).
add "NDK_TARGET_X86" option for select toolchain to use for the NDK x86
(default x86-4.8).
change inputs model for "ndk_platform" option (default android-15).
fix armv7 ccflags.
with this patch, must put libgodot_android.so file in specific
architecture folder:
armv7 (default): <android-java>/libs/armeabi-v7a/
armv6: <android-java>/libs/armeabi/
x86: <android-java>/libs/x86/
2015-09-16 16:14:38 +04:30
reduz
a2f2d7610a
Merge branch 'master' of https://github.com/okamstudio/godot
2015-09-15 22:18:41 -03:00
reduz
2580ca01e6
Ability to keep collisionshapes and collisionpolygons when running the game.
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Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.
Have Fun!
2015-09-15 22:07:03 -03:00
Juan Linietsky
1931d228fa
Merge pull request #2469 from vnen/fix-2418
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Set AnimationEditor UndoRedo reference on creation, Fix #2418
2015-09-14 01:02:36 -03:00
George Marques
1add3b3dac
Set AnimationEditor UndoRedo reference on creation
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Fix #2418
2015-09-13 16:21:09 -03:00
Juan Linietsky
4773c19e60
Merge pull request #2467 from romulox-x/iphoneSplash
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server build error fixed
2015-09-12 23:19:12 -03:00
romulox_x
e5730c1c7c
fixed server breaking error in previous splash screen commit
2015-09-12 19:15:02 -07:00
Juan Linietsky
89a901c4b6
Merge branch 'master' of https://github.com/okamstudio/godot
2015-09-12 10:56:13 -03:00
Juan Linietsky
a88f67821c
HTML5 exporter seems to be fully functional
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-user:// filesystem implemented
-default template page could look prettier, help appreciated
2015-09-12 10:54:47 -03:00
Juan Linietsky
943714c015
Merge pull request #2461 from romulox-x/iphoneSplash
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fixed iOS splash screen
2015-09-12 00:17:24 -03:00
Juan Linietsky
56c907ad04
fix to builtin freetype defines on linux
2015-09-10 22:15:00 -03:00
Juan Linietsky
751202768c
fix to freetype detection
2015-09-10 21:40:34 -03:00
Juan Linietsky
682578f3b3
more c++ include references removed
2015-09-10 20:53:31 -03:00