Ignacio Etcheverry
90b8a5b71e
Removes editor_hint from SceneTree
2017-08-19 01:29:45 +02:00
Ignacio Etcheverry
2f290038d6
Removes type information from method binds
2017-08-10 07:17:50 +02:00
Poommetee Ketson
2777f81d29
Add object type hint for docs
2017-07-23 18:57:03 +07:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
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
Hein-Pieter van Braam
411ee71b4d
Rename the _MD macro to D_METHOD
...
This new name also makes its purpose a little clearer
This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam
0f687f0ccb
Remove use of _SCS from ADD_METHOD
...
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Juan Linietsky
0aa7242624
WIP new AudioServer, with buses, effects, etc.
2017-01-21 19:01:00 -03:00
Juan Linietsky
de8cc309d6
Renamed button functions to be more verboes, same with Range unit value -> ratio
2017-01-13 14:08:30 -03:00
Juan Linietsky
b085c40edf
-Conversion of most properties to a simpler syntax, easier to use by script
...
-Modified help to display properties
GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Juan Linietsky
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to 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()
2017-01-02 23:03:46 -03:00
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
MarianoGNU
ae4f7cbc2c
Explicitly initialize TextureProgress's initial angle value.
...
(Hopefully)
Fixes #3856
Fixes #6426
Fixes #6344
2016-09-07 20:00:10 -03:00
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
MarianoGNU
bf4bb3e17b
Clamp filling angle instead of normalize
2015-10-19 15:26:00 -03:00
MarianoGNU
4345009a0e
add missing default value
2015-10-19 12:21:19 -03:00
MarianoGNU
ede0cf20bb
Add fill_degrees to limitate radial filling
2015-10-18 01:21:53 -03:00
MarianoGNU
68fb30aaea
Add fill modes. Clockwise, Counter-CW and center-offset
2015-10-17 23:37:39 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Juan Linietsky
0b806ee0fc
GODOT IS OPEN SOURCE
2014-02-09 22:10:30 -03:00