reduz
bb0dd1c5f9
Merge pull request #459 from marynate/PR-diracccess-dir-exists
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Add DirAccess:dir_exist api
2014-06-11 01:19:39 -03:00
reduz
2bf34875de
Merge pull request #460 from marynate/PR-static-mingw-build
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Static mingw windows 32bit build - In any case, i think this depends on the version of mingw you have installed.
2014-06-11 01:19:18 -03:00
reduz
267ab88c68
Merge pull request #475 from TheoXD/master
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Return an error code when address/port already in use
2014-06-11 01:14:32 -03:00
reduz
ade32e5e90
Merge pull request #476 from TheoXD/472_percent_visible
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Made a uniform distribution of characters in Label::set_percent_visible(...
2014-06-11 01:13:58 -03:00
reduz
9ae371519c
Merge pull request #488 from marynate/PR-godot-java
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More callbacks for Godot.SingletonBase (android)
2014-06-11 01:13:12 -03:00
reduz
09023224b6
Merge pull request #490 from macramole/master
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Set project name automatically when choosing path for new projects in project manager
2014-06-11 01:12:41 -03:00
reduz
b0b6f143ff
Merge pull request #496 from marynate/PR-scene-dock-search
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Adding search box to scene dock(file system tab)
2014-06-11 01:11:45 -03:00
reduz
3a7cbfcea6
Merge pull request #498 from marynate/PR-pm-favorite
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Add pin/favorite projects in project manager
2014-06-11 01:11:17 -03:00
marynate
151df47677
Add pin/favorite projects in project manager
2014-06-10 11:05:46 +08:00
marynate
e94f875788
Allow run/edit multiple projects from project manager
2014-06-10 11:03:32 +08:00
marynate
2c3d279c75
Adding search box to scene dock(file system tab)
2014-06-10 10:36:45 +08:00
leandrogarber@gmail.com
729cadad13
small feature: set project name automatically when choosing path for new projects (recommit due problem with codeblocks tabs)
2014-06-04 18:30:39 -03:00
leandrogarber@gmail.com
0be5ff50aa
small feature: set project name automatically when choosing path for new projects
2014-06-04 18:15:37 -03:00
marynate
ffe01a51cb
Add more callback for Godot.java
2014-06-04 11:38:30 +08:00
marynate
57a53fbe52
Add RAW_ARRAY as valid paramter for java binding
2014-06-04 11:38:17 +08:00
reduz
40e32b1fca
Merge pull request #483 from voidplayer/voidplayer
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FIX: forgotten bind to get_available_packet_count to be able to call get...
2014-06-02 17:34:30 -03:00
voidplayer
56533e6a75
FIX: forgotten bind to get_available_packet_count to be able to call get_var only if needed and avoid editor errors
2014-06-02 21:18:58 +02:00
Theo Hallenius
359ea6088c
Made a uniform distribution of characters in Label::set_percent_visible()
2014-05-31 23:50:10 +02:00
Theo Hallenius
91aa645d8a
Return an error code when address/port already in use
2014-05-31 17:13:08 +02:00
Juan Linietsky
6f0b4678e2
More 3D Improvements
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-=-=-=-=-=-=-=-=-=-=
-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
2014-05-29 10:56:39 -03:00
reduz
d9adf2627a
Merge pull request #464 from marynate/PR-fix-android-payment-java
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GodotPaymentV3.java was accidently deleted in latest commit
2014-05-29 10:53:37 -03:00
reduz
fa58fcb51a
Merge pull request #465 from marynate/PR-android-x86
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Add android x86 build support
2014-05-28 09:43:39 -03:00
marynate
40affa8760
Add android x86 build
2014-05-28 15:27:30 +08:00
marynate
a1635e809f
GodotPaymentV3.java was accidently deleted in latest commit
2014-05-28 14:58:54 +08:00
marynate
5429118f83
Static mingw windows build
2014-05-26 13:42:44 +08:00
Juan Linietsky
2760a81b0b
-draw_primitive binding fix
2014-05-25 14:25:05 -03:00
marynate
e6c1689b69
Add DirAccess:dir_exist api
2014-05-25 14:50:54 +08:00
Juan Linietsky
71355aaab7
-Fixed bug in "extends"
2014-05-24 13:25:56 -03:00
Juan Linietsky
1cad087969
Making Godot Easier to Use..
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-05-24 01:35:47 -03:00
reduz
f9ff086235
Update README.md
2014-05-24 01:30:28 -03:00
marynate
1e41bfa9cf
Use cStringIO to write editor_icons.cpp, lower the opportunity file access conflit when buiding with spawn_jobs
2014-05-22 16:26:55 +08:00
Russell
92eda764df
added XClassHint to windows in OS_X11::initialize for improved window management in x11.
2014-05-22 16:05:05 +10:00
marynate
07b16f4560
Add get_scale script binding to Matrix32 class
2014-05-22 13:18:33 +08:00
reduz
fee28f7a9d
Merge pull request #443 from Shindoku/master
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Added a setting to disable autocomplete popup and fixed the autocomplete...
2014-05-21 19:19:41 -03:00
Jonas Rudlang
6b1b3fbfa5
Added a setting to disable autocomplete popup and fixed the autocomplete timer to updated when the setting has changed
2014-05-22 00:01:11 +02:00
reduz
8bb7cc7325
Merge pull request #436 from marynate/PR-2d-uniform-scale
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Add 2d unifrom scale
2014-05-20 23:10:45 -03:00
reduz
27ee218e3d
Merge pull request #368 from marynate/PR-2d-editor-ux
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Add pan mode to 2d editor
2014-05-20 22:55:22 -03:00
marynate
9737c02e21
Add 2d unifrom scale
2014-05-21 09:51:51 +08:00
marynate
8be3963aa0
Add pan mode in 2d editor
2014-05-21 09:47:47 +08:00
reduz
a364bc4371
Merge pull request #410 from marynate/PR-hotkey-quit-to-pm
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Resolve issue #406 by adding hotkey for "quit to project manager"
2014-05-20 20:46:07 -03:00
reduz
91e88f4b96
Merge pull request #413 from marynate/PR-decouple-skeleton-mesh
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Add 'mesh/skeleton' property to MeshInstance
2014-05-20 20:45:57 -03:00
reduz
fb5223a69d
Merge pull request #415 from marynate/PR-auto-editor-icons-cpp
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Auto generate editor_icons.cpp to make it easy to update editor icons
2014-05-20 20:45:23 -03:00
reduz
ad61dfed5d
Merge pull request #432 from marynate/PR-fix-screen-button-null-texture
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Fix potential null exception in screen button without texture assigned
2014-05-20 20:45:04 -03:00
reduz
95d3e9e660
Merge pull request #434 from marynate/PR-fix-script-editor-scroll
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Fix script editor scrollbar disappear issue
2014-05-20 20:43:14 -03:00
marynate
3164784ca3
Fix script editor scrollbar disappear issue
2014-05-21 01:07:47 +08:00
marynate
fd13b25d6e
Fix potential null exception in screen button without texture assigned
2014-05-20 21:07:32 +08:00
Juan Linietsky
b324ff7ea5
A bit of everything:
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-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.
2014-05-14 01:22:15 -03:00
marynate
d2770ac8a6
Add sCons dependency for editor_icons.cpp, so it's only re-generated when there're icon changes
2014-05-14 10:52:08 +08:00
marynate
f5421cdaf3
Auto generate editor_icons.cpp to make it more easy to update editor icons
2014-05-13 23:13:08 +08:00
marynate
7eb86f2fbc
Add 'mesh/skeleton' property to MeshInstance to decouple mesh->skeleton from child parent constraint
2014-05-13 13:25:24 +08:00