Commit Graph

37 Commits

Author SHA1 Message Date
7562ce053a Update copyright statements to 2019 2019-06-04 11:41:49 +02:00
2712014744 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-02 11:27:24 +01:00
9d598833d2 Use HTTPS URL for Godot's website in the headers 2017-08-27 14:11:45 +02:00
c97435cfa5 Fix tokenization of doubles
(cherry picked from commit 6759a28050)
2017-08-22 00:01:04 +02:00
e9b045d9e5 Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00
dbf0137576 Style: Fix statements ending with ';;'
(cherry picked from commit f44ee891be)
2017-03-18 21:14:33 +01:00
ebb7d2cdb7 -WIP Exporter to Godot 3.0, only text scenes (no .scn) and still kind of buggy 2017-02-12 23:13:14 -03:00
888f8b31e7 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.

Cherry-picked from 7dbb1c0571
2017-01-25 20:11:10 +01:00
d8223ffa75 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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00
56dc7aa568 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.

(cherry picked from commit 941f460384)
2016-10-09 17:29:27 +02:00
2150855faf Fix reading of empty StringArray-s in .tscn
Closes #5912
2016-07-27 17:59:42 +03:00
6872139300 Add quotes to .tscn keys, solves #4366 2016-06-20 18:41:59 -03:00
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
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
910151a361 -Avoid negative zero from being saved to config files o resource files, fixes #4758 2016-06-13 10:16:43 -03:00
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
4a4f247914 remove trailing whitespace 2016-03-09 00:00:52 +01:00
9386b76497 -Propertly detect mantissa floats in variantparser, fixes #3257 2016-02-01 19:17:05 -03:00
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
31fe57778d Parse ColorArrays correctly (tscn)., fixes #3530 2016-02-01 02:56:58 +03:00
725b61bb6c properly handle typed array constructors in VariantParser, closes #3054 2016-01-10 23:22:48 -03:00
cc34e0dee9 Make sure variant parser actually writes floats when float property is requested, closes #3301 2016-01-10 11:51:05 -03:00
292e8bf0ab fix issues related to StringArray parsing 2016-01-08 21:09:13 -03:00
176afb2feb -Use simpler methods for parsing simple tags, fixes #3274 2016-01-08 19:03:17 -03:00
b6388e6001 added ':' support to VariantParser, given it' s used by export.cfg 2016-01-07 09:16:11 -03:00
4e367a4b7b -fix bugs related to parsing config files with new variantparser, closes #3248 closes #3207 2016-01-07 09:07:18 -03:00
5bf25e46be Fix config file parser bug that cause showing project name as "Unnamed Project" 2016-01-06 12:10:38 +03:30
432e2e7769 proper joy axis support as actions, can be configured and inquired, fixes #2317 2016-01-02 09:37:16 -03:00
bc2b1696e6 suport old-style engine.cfg colors in VariantParser, fixes #3176 2015-12-31 14:30:50 -03:00
586e482a98 -Fix parsing of comments in VariantParser, fixes #3175 2015-12-31 10:25:21 -03:00
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
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
9f75dd086e no more time error, fixes #2892 2015-12-12 19:21:43 -03:00
6316f8941c variant parser was not parsing rect2 properly, fixes #2948 2015-12-12 17:10:43 -03:00
7aa39b7cae -Fixed bug with scene inheritance, should work again
-Proper .tscn and .tres parsing, should work, please test well!
2015-11-28 20:56:14 -03:00
ccd40f76e8 -work in progress resourceparser and .tscn parser. Still non-functional
-fixed theora so it can compile theoralib but not theora
-fixed generation of windows icon in .rc, which didn't previously work in 32 bits
2015-11-24 10:42:05 -03:00