Commit Graph

152 Commits

Author SHA1 Message Date
b2ca500545 Add expand stretch/ascpect - no more black bars 2017-08-09 12:26:33 +03:00
5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
6760783b94 Revert "Tweak command-line arguments to make them more UNIX-like" 2017-08-02 15:39:04 -03:00
d1463554b4 Merge pull request #10014 from Calinou/tweak-command-line-arguments
Tweak command-line arguments to make them more UNIX-like
2017-08-02 10:02:11 +02:00
b9a7997945 Tweak command-line arguments to make them more UNIX-like
Also improves the command-line help text readability.
2017-08-02 09:33:40 +02:00
3180827387 Fix AudioServer::finish not getting called while quitting 2017-08-01 18:09:52 -03:00
0ad1a8f3d0 Script languges are uninitialized properly now. 2017-07-22 16:11:56 -03:00
772485cdb3 Several changes to better run in mobile. 2017-07-22 14:08:17 -03:00
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
5a2500f580 Fix errors with global config names no more sorrys please 2017-07-19 09:25:50 +08:00
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
2e73be99d8 Lots of work on Audio & Physics engine:
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
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
3ce046ee0c -Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
e3998528e0 BuildSystem: generated files have .gen.extension 2017-06-25 07:55:01 +07:00
b76275ab12 Fix network/debug/remote_port editor setting not working properly 2017-06-10 23:34:35 +02:00
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
98eb58a93c Allow selecting editor debug host and port.
Possibly fixes various editor<->debugger connection related problems.
2017-05-09 15:05:45 +02:00
7ce8342ac5 Rename project file to "project.godot"
Slimmed down variant from the reverted #8375.
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).

This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).

Closes #6915.
2017-05-01 17:50:19 +02:00
6d2f985db4 Revert "Use .godot as file extension for project files." 2017-04-29 17:56:51 +02:00
515f92d03b Fix property warnings and hide some debug prints
"ALL IS GOOD" was a lie.

In particular, removes verbose "path not recognized" false positive.

The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
2017-04-23 11:17:32 +02:00
474f18512a Merge pull request #8375 from Hinsbart/project_extension
Use .godot as file extension for project files.
2017-04-17 23:28:15 +02:00
2f76257da4 [GD 3.0] Fix stretch mode 2d... again
Objects on the screen were not displayed when the project was played,
because it looked for the values of width and height of menus with old
names (godot 2.1?) For that reason delivered value (0, 0).
2017-04-16 18:02:22 -03:00
c06a2db63a Use .godot as file extension for project files.
Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot.
Also godot will automatically start the editor now if launched with a project file as an argument.
This allows for double-clicking of projects to open them :)

Code-wise this should be complete, but there's still work to do:

- Make a nice icon for godot projects.
- Work on installers/packaging -> register the extension and icon with godot.
- Update the 2.1 to 3.0 exporter.

Tested on linux and windows so far.
2017-04-16 10:19:07 +02:00
7ba71fb243 Restored (And auto-generated) splash image 2017-04-09 20:03:38 -03:00
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
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
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
49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00
886f646cba Implements modules documents
Editor can generate documents for modules in thier own xml files
2017-03-04 17:20:36 +01:00
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
b87a232668 Reorder the folders in tools to prepare moving tools/editor
- `certs` and `editor_fonts` go to `thirdparty`
- `dist` and `scripts` go to a new `misc` folder
- `collada` and `doc` go to `tools/editor`

The next step will be to rename `tools/editor` to `editor` directly,
but this will be done at the right time to avoid breaking too many PRs.
2017-02-09 00:08:27 +01:00
102b5fce85 Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.x 2017-02-04 20:53:55 -03:00
2cd2ca7bbc Lot of work in new importer, importing textures now works. 2017-02-01 09:46:36 -03:00
96de0141cc Removed import/export system, will start new one from scratch. 2017-01-25 21:57:08 -03:00
7e1afeafd4 Audio bus editing is COMPLETE! 2017-01-25 14:31:52 -03:00
2a0ddc1e89 Style: Various fixes to play nice with clang-format 2017-01-16 08:49:52 +01:00
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
5dde810aa5 no more errors related to missing GlobalConfig::Get (or so I hope) 2017-01-14 21:57:22 -03:00
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
f19fd7a4c1 Reenable node name case setting + code cleanups
The method _generate_serial_child_name is indeed called relatively often
in editor mode, but that commented out code chunk hardly adds to its
slowness (and with the default setting, not at all).

Also did various related code cleanups and simplifications.
2017-01-13 22:38:43 +01:00
e53c247cb1 Created new Engine singleton, and moved engine related OS functions to it. 2017-01-13 12:51:14 -03:00
b7d69c2444 Added a BACK notification besides QUIT, so they go in separate channels. 2017-01-11 16:42:31 -03:00
8b7a86ec7b Move tests again from core to main
As advised by @reduz, as tests depend on other libs.
2017-01-08 21:33:37 +01:00
790f629e5e Move core engine tests to core/ 2017-01-08 14:08:18 +01:00
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -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
ce26eb74bc Merge branch 'master' of https://github.com/godotengine/godot 2017-01-02 19:12:25 -03:00
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00