Commit Graph

33 Commits

Author SHA1 Message Date
a1f955a1d3 Updates containers minimum size when some constants are modified 2019-01-24 22:31:33 +01:00
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
cb677e57c6 Revert "Created a new function named get_element in GridContainer. This funct…" 2018-10-07 10:32:34 +02:00
b6a7c5693f Merge pull request #16977 from SASUPERNOVA/master
Created a new function named get_element in GridContainer. This funct…
2018-05-01 16:32:30 +02:00
c3f982156d Fix GridContainer's children visibility breaking the layout 2018-04-23 20:00:06 +02:00
d8d329883e Updated fork to match current version of Godot. 2018-04-15 14:53:28 +03:00
896e5a64d3 Fixes wrong calculation of gridcontainer's children size 2018-03-18 22:33:17 +01:00
b1c9a7c757 Merge pull request #17410 from groud/fix_grid_container
Fixes infinite loop in GridContainer
2018-03-13 10:34:31 +01:00
561e57df13 Fix infinite loop in GridContainer layout
I had a grid container and tried to set rect.min_height larger in the
editor; that caused an infinite loop in GridContainer::_notification
at line 118. The reason is max_index was being set to the *height* of
the row, not the *index* of the row. So later when it tried to erase
that row and try again, there was nothing to erase.
I applied the same fix to the width code.
2018-03-10 14:38:35 -05:00
44cb8eb3a2 Fixes infinite loop in GridContainer 2018-03-10 14:01:20 +01:00
38623e07ac Prevent division by zero in GridContainer 2018-03-07 17:36:28 +01:00
d1f32708b7 Fixes a Gridcontainer wrong children fitting with expanded+non-zero minisize 2018-01-19 00:56:30 +01:00
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
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
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
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
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
04c749a1f0 New API for visibility in both CanvasItem and Spatial
visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
2017-01-13 10:45:50 -03:00
94ee7798ce -removed stop mouse and ignore mouse from control, which were confusing, replaced by mouse filter 2017-01-08 19:54:19 -03:00
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
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
f6725f9768 throw error if GridContainer::set_columns goes below 1, closes #5316 2016-06-30 18:54:54 -03:00
6a68ce9c93 Fix bug in GridContainer not updating minimumsize when columns changes, fixes #4677 2016-06-17 16:40:40 -03:00
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
7590f3db21 grid container supports separate h and v spacing
closes #2049
2015-06-08 10:36:26 -03:00
7773d70f44 bad lookup in grid container corrected, cells are properly aligned again. Fixes #1462 2015-04-28 23:10:06 -03:00
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
544ce2a1db -Initial working(?) implementation of shaders for 2D. Lighting still not there though.
Check for reference:
https://github.com/okamstudio/godot/wiki/shader
2015-01-12 10:19:09 -03:00
0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00