Commit graph

308 commits

Author SHA1 Message Date
Juan Linietsky 860816f3d3 Fix debug materials, closes #8607 2017-08-15 17:21:05 -03:00
Juan Linietsky fdc2cdef0b Ensure nothing is found outside modal stack, but keep logic going. Fixes #7622 2017-08-15 07:32:15 -03:00
Rémi Verschelde 23f6d3fa69 Merge pull request #10198 from jjay/f/stretch_aspect_expand
Add "expand" option for stretch aspect, no more black bars
2017-08-11 15:55:22 +02:00
Ignacio Etcheverry 78619a5866 Fixes method definitions with extra number of arguments 2017-08-10 07:17:51 +02:00
Ignacio Etcheverry 2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Yakov Borevich b2ca500545 Add expand stretch/ascpect - no more black bars 2017-08-09 12:26:33 +03:00
Juan Linietsky 2a6cdfaf91 -Fixed BoneAttachment delay, closes #3966
-Fixed skeleton crash, probably fixes other issues
2017-08-07 22:18:12 -03:00
Thomas Herzog 5ada918d9f Merge pull request #10136 from MednauN/master
Add handling of touch events in _gui_input_event
2017-08-07 22:23:30 +02:00
Rémi Verschelde 3121b3a4f4 Merge pull request #10141 from ISylvox/lower_case_godot_api
Makes all Godot API's Methods lower_case
2017-08-07 14:59:39 +02:00
Indah Sylvia 5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Rémi Verschelde a2cedd81d4 Merge pull request #9394 from supagu/sync-rpc-fix
Queue RPC packet before calling method locally to ensure correct RPC …
2017-08-07 11:01:26 +02:00
Evgeny Zuev 60230675d9 Add handling of touch events in _gui_input_event
Fixes #10039
2017-08-07 15:14:50 +07:00
Juan Linietsky cfe4b30941 renamed node path, closes #5691 2017-08-05 09:13:59 -03:00
Rémi Verschelde 62464839ad Merge pull request #8567 from BastiaanOlij/ar_vr_server
AR/VR base classes and position tracker support
2017-07-31 13:29:18 +02:00
Rémi Verschelde 76005a8e75 Style: Apply clang-format on all files
Thus fixing some invalid changes that had still made it to the master branch.
2017-07-30 22:53:40 +02:00
BastiaanOlij d2ba2d0873 Adding base classes and structures for ARVR support
Added ArVrScriptInterface

Added ARVRCamera, ARVRController and ARVROrigin helper objects
2017-07-28 10:39:15 +10:00
Pedro J. Estébanez 6c1b7fd899 Fix Node::move_child() crash if moving to the end plus one
Fixes #9820.
2017-07-25 05:20:30 +02:00
Rémi Verschelde 374cffaa11 Merge pull request #9764 from Noshyaar/pr-fix2
Add object type hint for docs
2017-07-24 08:07:32 +02:00
Poommetee Ketson 2777f81d29 Add object type hint for docs 2017-07-23 18:57:03 +07:00
Juan Linietsky 772485cdb3 Several changes to better run in mobile. 2017-07-22 14:08:17 -03:00
Juan Linietsky 25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Poommetee Ketson 49c7620326 Add object type hint for docs 2017-07-19 02:03:34 +07:00
Juan Linietsky bbada82f80 -Reorganized all properties of project settings (Sorry, Again).
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
Juan Linietsky 5e361ba2ea Script editor usability fixes 2017-07-15 09:35:29 -03:00
Pedro J. Estébanez c061044d78 Fix picking list flood while mouse capture enabled
Fixes #9575.
2017-07-10 17:48:57 +02:00
Juan Linietsky e63c64e256 Clean up normalmapping, make sure tangents are imported correctly. 2017-07-03 10:45:34 -03:00
Juan Linietsky db3b05d289 Reworked translation system
-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
2017-06-28 17:01:35 -03:00
Rémi Verschelde 9e54e1f34f Merge pull request #7947 from RandomShaper/fix-vis-notifier-2d
Fix VisibilityNotifier2D viewport offset issue
2017-06-28 12:25:08 +02:00
Juan Linietsky 3ce046ee0c -Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
Fabian Mathews 0f0e2240ba Queue RPC packet before calling method locally to ensure correct RPC packet order 2017-06-26 19:13:54 +09:30
Juan Linietsky 0cac32910a -Restored support for Canvas BG mode on Environment
-Improved ease of use of WorldEnvironment (no longer extends Spatial)
-2D editor viewport can now work in HDR!
2017-06-24 08:58:27 -03:00
Juan Linietsky b19225bfce -Fix freezes caused by etccomp2, closes #9183
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16 21:49:37 -03:00
Juan Linietsky 42b2d52c88 Properly adjust the visible editor rect and make limits respected, closes #8328 2017-06-12 16:19:12 -03:00
Juan Linietsky 4d50c7ad8c Restored multiple viewport function, as well as view modes. 2017-06-11 15:52:03 -03:00
Juan Linietsky 612ab8fcdb -Restored multithread capability to VisualServer
-Restored resource previews!
2017-06-09 00:24:18 -03:00
Juan Linietsky 5bf810b5db -Added proper access to depth texture from shader
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07 18:20:04 -03:00
alexholly a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Andreas Haas 9bc5348961
InputEvent: Renamed "pos" property to "position"
Make the naming consistent with other classes.
2017-06-03 11:26:39 +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
Juan Linietsky 98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Fabio Alessandrelli a5ce7a98cb Fix bug in pause mode propagation
Pause mode was not correctly propagating effectively stopping
immediately when the mode was not PAUSE_MODE_INHERIT.
2017-05-06 02:37:17 +02:00
volzhs de4267fc99 Fix auto_accept_quit option to work
auto_accept_quit value is set first properly with GLOBAL_DEF("application/auto_accept_quit", true) in main.cpp
after that it's reset to true in SceneTree:init() whatever value was.
2017-04-25 20:05:22 +09:00
Rémi Verschelde 99529fb80d Move VERSION_MKSTRING logic to version.h
Fixes a bug where the VERSION_PATCH define is not yet in scope if
typedefs.h is included before version.h at compilation time.

(cherry picked from commit 3b687c5474)
2017-04-20 12:14:34 +02:00
Sergey Pusnei 8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Juan Linietsky 1c480698ce -Fixed crash with splash screen on windows
-properly show editor without having to resize window on windows
2017-04-09 20:40:48 -03:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde b81d5f4687 Merge pull request #8308 from RandomShaper/optimize-out-debug-n-non-tools
Optimize-out some debug and/or non-tools methods
2017-04-07 22:22:54 +02:00
Rémi Verschelde 12b84eb9f4 Merge pull request #8304 from RandomShaper/reset-folded-on-reset-edit-children
Reset display folded for an instanced scene if editable children is toggled off
2017-04-07 19:12:42 +02:00
Pedro J. Estébanez 665bf52948 Optimize-out some debug and/or non-tools methods
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07 16:35:55 +02:00