- version bump to stable - Add input mapping GUI demo - fixes on sample importing - more fixes - fixed latin separation in label, broke it? for cjk - more fixes - fix a crash situation when starting a thread and other small fixes - fix a compile error - -Rename unexisting by nonexistant, closes #1940 -Added function to retrieve list of actions fron InputMap - -changed some copyrights to 2015 - version bump to rc3 - small description improvement - added a built-in scene changer API, closes #1928 - reinstante focus into textedit after menu used in code editor - fix crash on help, closes #1873 - properly save external resources, fixes #1924 - Put this back to fix web page.Will have to figure something else for mainpage in doxygen. - -Integers and Float should interpolate on animation, maybe fixes #1891, please test - sleeping property now should work properly, fixes #1892 - -small motion demo, to better troubleshoot - -bit slower execution in debug, but proper error reporting for get index and operators, fixes #1911 - fix multitouch release problem - Ignore etags, ctags, gtags and cscope. - Fix #1898 - Fixes problem parsing config files using ConfigFile - -Added lookat/get_angle_to functions in 2D, and a demo, closes #1843 -Added get_viewport().get_mouse_pos() to replace Input.get_mouse_pos(), closes #1838 - -Fixed bug in translation remaps, also added proper demo, maybe fixes #1729 - Translation Demo - fixs particles on 3d platformer demo, closes #1588 - -shadergraph now saved when on external file and modified, fixes #1832 - fixed crash on make resources unique menu option, fixes #1874 - -Updated isometric 2d demo to work using the new isometric support, fixes #1849 - Removed redundant code in the kinematic 3D demo. - -improved one-way collision handling in both dynamic and character bodies for 2D, fixes #1854 - -fixed some glitches in isometric light demo, closes #1858 - Forgot this. It points Doxyfile to the logo without text. - Added Doxyfile for Doxygen documentation. Had to modify codec.h because it already had set up the mainpage. Added a logo without text for the Doxygen pages upper top left corner. Pointed Doxyfile to README.md. Thinking of adding Markup in c files pointing to Wiki links. That way we have current source markup but it points to Wiki for major documentation effort. - -compatibility option for physicsbody layers, fixes #1842 - -convert to subscene keeps signal connections, fixes #1863 - - Implemented support for fixed process on timer. Useful for cooldowns without the influence from framerate similar to animation player (idle/fixed mode), where idle mode = old timer, fixed mode = fixed process implementation: Example of the behaviour with a stream of bullets with timers on different frame rates: https://gfycat.com/HeartyImpressiveIndiancow - Remove focus from restart button, fixes #1850 - Deleted unused variable - Change windows build to use CFlag /Od so that you get the full debug experience. Without this flag set, Visual Studio lets you use breakpoints, but the watch and locals is pretty much useless. - -fix clip+center alignment on Button, fixes #1865 - particles in navmesh demo are nice again - -Added prints() function, fixes #1132, #1859 -Tabs work inside built-in log window, fixes #1867 - corrected copyright date in project manager, fixes #1870 - -Corrected DirAccessWindows functions, fixes #1872, properly fixes #791. - add_missing_textures_to_particles - fixes_demo3d_shaders_materials_missing_light - window_management input fix - Delete line without functionality - Fix segment violation MINIZIP_ENABLED - update rtaudio to latest version - -removed dynamic_cast on CheckBox, fixes #1830 - Better OS X fullscreen support, without the nasty startup effect - clearified parenthesis of if construct - fixed ColorRgb attribute init order of struct - optional formal changes - added notes to resolve undefined behavior of calculations in tweening interpolators in future. - fixed SpatialEditor::_init_indications. loopcounter "i" used ambiguous - fixed issue with format string in PCKPacker::flush - minor fixes in drivers mpc and vorbis. - PhysicsServerSW::body_is_shape_set_as_trigger - missing return statement - fix delete packed data - Change the order of the filter - Abort when exporting fails - Set settings directory variable when loading settings fails - Made type-checking for arguments less trict between bool, int real. Fixes #1816 - Really fixes fullscreen mode in OS X, even during startup - up version to rc2 - avoid crash on some cases of richtextlabel fill, but odd behavior persists, #1803 - fix crash in editor when using alt+arrows to indent, thanks adolson and romulox_x - Spine: add feature to insert/remove interpolates while updating - Proper support for code editor autosaving (disabled by default) - Fixes Theora build - -More strict argument type-checking, will make many bugs visible, fixes #1809 -added NOTIFICATION_INSTANCED - fixes issue #1693 winmain and main unicode - fix font import path on windows, closes #1675 - Wrong use of | instead of || - small unicode fixes - -invalidated string -> int automatic conversion, fixes #1788 - -corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), fixes #1775 - -vec3 uniforms should now work, fixes #1773 - solve invalid pointer, fixes #1793 - added return keyword, fixes #1797 - improved kinematic motion, improved demos for kinematic motion - -Make sure properties are exported the way they should in xml, fixes #1799 - Added Visual Studio project generation. Use "vsproj=yes" in command line. This does not set up NMAKE properly. - -Made one way collision work with 2D physics (rigidbody) - Missing return statement - -new collision layer & mask system for 2D, for more flexible collision masking - fixed uninitialized name pointers (cppcheck) - fixed memory leak: triangulated (cppcheck) - fixed broken comment block - removed unnecessary semicolons - fixed uninitialized variable (cppcheck) - same fixes to 3D navmesh.. - 2D pathfinder fixes, should now always find the best path. - Fixed some items caught in cppcheck - -fixed godot icon for android -added a genname option to generate the name of android app - -fixed default godot logo -made the packagename generated from name by default - -option to select arm and x86 architectures on android export (will not work with current templates, you have to make new and include both x86 and arm support) - -Fixed android export options (screen sizes, orientation should work) -added functions to get mouse position in CanvasItem - Triple click doesn't select line if click was done on different lines. Fix #1727 - bumped version to rc1 - fixed bullet in 3d platformer demo - -removed get_mouse_pos from Input, as it only caused problems - -fixed old condition in TextureFrame that caused bugs in materials, closes #1742 - -fix timer behavior described, closes #1455 - -fix a bug in extra cull margin, closes #1760 - -Fixes from source code analyzizer, closes #1768 - Optimize the code. - Sort xml files, so order is constant - -fixed broken lighting in release version of godot for isometric light demo, fixes #1697 - -some cleanups -added tesselation function to curve and curve2d - fixed a autowrap bug when word is too length. - Update label.cpp - space is only skipped when autowrap. - record the number of space before a word. - record the number of space before a words. - bad lookup in grid container corrected, cells are properly aligned again. Fixes #1462 - label properly adjusted to size when inserting key, fixes #1607 - -fix forced texture repeat in Polygon2D, now depends on texture. -added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725 - Update label.h - Update label.cpp - fixes in handling of DirAccess for resource path on Android, fixes #1447 - fixed ColorArray constructor when taking array as parameter - -made normalmaps easier in 2D, fixes #1467 - -added set_master_player binding, fixes #1477 - -disabled thread model 2 for the time being, crashes on linux without reason, fixes #1482 - made parser accept EOF after "pass", fixes #1488 - fix quit bug on linux when using alt-f4, fixes #1677 - -fixed bodyenter/bodyexit callback of physics bodies, fixes #1739 - properly wake up bodies when a parameter changes, fixes #1740 - fix crash on exit for popup, fixes #1676 - fixes crash related to empty concavecollisionshape, fixes #1709 - -Fixed shader commets, /* */ works well and crash is solved, fixes #1711 - Fixed bug in array comparison, fixes #1712 - missing file for bbcode demo - issue #1715 - menu separator - Set name on window management demo's engine.cfg - Set name on rich text bbcode demo's engine.cfg - Set name on truck-town demo's engine.cfg - Set name on isometric-light demo's engine.cfg - properly update emitting property when emit timeot is used, fixes #1716 - -Resolved light clipping issue due to wrong global rect cache, fixes #1722 - -Objects with BlendMode!=MIX do not get affected by CanvasModulate, fixes #1724 - casting line into physics on negative space now works properly, fixes #1726 - Ability to convert from nodes or other non resource with a get_rid() function to a rid - changed some shortcuts in text editor, maybe fixes #1732 - Corrected rectangle intersection, fixes #1731 - local changes - fix to collada import crash - Changed collada importer to properly handle ALL blend shape arrays, fixes problems with animated normals, uvs, etc. - disable apply modifiers by default in export flag - resolved some cases wehre built-in doc is not properlt generated, fixes #1719 - corrected project manager popup, fixes #1721 - ability to get closest owner to point, for navigation and navigation2d - -Many fixes and demo for RichTexLabel -Proper ability to edit BBCode in RTL. - -oops, duplicated text issue fix.. - -Changed Godot exit to be clean. -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755 - updated outdated or missing Plane class documentation - fixed incorrect constructor descriptions in Matrix3 - fixed typos in the documentation - -Rewritten KinematicBody2D::move to MUCH more efficient code. -KinematicBody2D::move now properly recognizes collision exceptions and masks, fixes #1649 -Removed object type masking for KinematicBody2D -Added a test_motion() function to RigidBody2D, allowing simlar behavior to KinematicBody2D::move there. - -fix local and global usage for DirAccess, fixes #791 please test anyway.. - -Fixed post-import script-reload buf, fixes #1683 - -Throw error if setter and getter reference their member variable with self. , fixes #1685 - disable undo properly after ctrl-i, fixes #1688 - -fixed relative path saving to file, fixes #1694 - -try to avoid errors when path using ".." is present in script include, fixes #1703 - Updated copyright year in all headers - -fix vector rotation, fixes #1705 - -renamed function to get object from instance id -added function to get list of tiles used - -Added android immersive mode, fixes #303 - Fix clipping when used in viewport or inside another viewport, fixes #1661 - Fix operator definition for AreaCMP - Implement Area2D space_override_mode combine - -Changed the cubic interpolator, improves situation with PathFollow in #1659 - -Fix issue of scene import script path being broken on reimport, fixes #1668 - -Made sure that "free" function appears in documentation and code completion, fixes #1664 - scene switcher demo changed to reflect tutorial, fixes #1673 - fixed broken lighting, closes #1671 - fixed UV2 source in shader graph, closes #1633 - -Fixed screen capture for viewports, added a screen capture demo, fixes #1529 - -Changed bootsplash option to use a file, fixes #1539 -Added OS.get_splash_tick_msec() to query when splash appeared - improved save path error messages for scene, textures and audio, fixes #1514 - Modified OSX11 to try alternative audio drivers if pulseaudio does not work or user dislikes lennart potering , fixes #1511 - renamed scrts to scripts, fixes #1525 - Now the script editor highlight all lines of a multiline string - Fix toolbar menu position(RichText and MultiMesh plugins) - fixed navigation tile issue, fixes #1581 - -function remove_and_delete_child removed. Just use child.free() or child.queue_free() instead. Fixes #1603 - -Fixes bug in ShaderGraph material, when uniform property is not used, fixes #1634 and #1610 - Changed popup_centered by popup_centered_minsize in editor dialogs - -Better Collada now keeps mesh names properly from blender, makes the "overwrite existing, keep materials" import mode work properly. - fixed re-import of scene when new nodes are added, fixes #1620 - -fix resolver erase query to avoid running out of slots, fixes #1621 - fix crash when deleting shader from material, fixes #1631 - fixed shader graph length node, fixes #1632 - added assert to disassembly, fixes #1641 - -Concatenating arrays keeps the shared property if any of the arrays is shared. Fixes #1646 - Added a PVRTC encoder for iOS - fix printraw to make it actually print raw - Fixes the accelerometer - set screen parameter names for gdscript - fix shadow issue with lights in mix mode, i think fixes #1611 - Better fix - Bullet shower demo crashed because of dynamic casting in the code for object picking. Making sure the object has an ID greater than 0 before typecasting solves it. - Changes to Light -=-=-=-=-=-=-=-= - fix_issue_#1594 - wrong function, changing.. - javascript build fix - Beta1 Attempt #1 -=-==-=-=-=-=-=- - merging okam changes - fullscreen thing - solved color depth issues on osx - fix shadow attenuation - add scons extra suffix option - Option in Android export to use 32 bits buffer. - read depth fixes - Fixed crash when trying to add keypoints and deleting them while holding mouse button down. - (Fix) script will not be able to extend itself - New node will be added to root node if nothing is selected - fixes for light2d in androids that do not support - Update object.h - add : bool Object.is_queued_for_deletion() - makes_editorhelp_uses_editor_settings_bg_color - fixes to shader to get most new demos working on mobile - fixes_3d_spot_attenuation - Add seed/get_inst function for GDScript seed -> Math::seed get_inst -> ObjectDB::get_instance - add missing WM_RBUTTONDBLCLK message - Sort sample lists by name(more readable) - 2D normal mapping and lighting simple demos - Re-sort Area array during integration step - Implement combine mode for area - Use Vector for storing areas - fixed build error on OSX from new WM code - fixed iphone build with new window manamenet changes - window managements functions work - oops, fucntion was there twice - small android fix - crash bug solved, fixes #1560 - android fixes, please test - Camel casing being capitalized only happens in the inspector now. - adjust the window_management demo to the new function names - New API: build fixes for x11 - Add iostream include to collada plugin and change to light occluder to use canvas item snap function. - Revert "Camelcased script variables will now capitalize in the inspector." - fixes to new window management API - Reverted change to classHint - fix area center of gravity - minor comments - drag & drop demo (GUI) - gui in 3D demo now uses area for input - avoid function naming conflict on light scale - added spatial and node2d helper methods - fixes/cleans up - Fix for Issue #1484: Don't strip whitespace on line comment - input events on Area2D is now supported - Fix issue #931: display current view name into editor's 3d scene viewports - New option to show/hide hidden files - Removing Print statement effects perf. - signed distance field fonts demo - Fix for canvas_draw_polygon on webgl. - signed distance field font support - Revert "Revert "Missed some things in prev commit."" - Revert "Revert "Removing etc1 from build for javascript platform."" - Revert "Missed some things in prev commit." - Revert "Removing etc1 from build for javascript platform." - Missed some things in prev commit. - Removing etc1 from build for javascript platform. - wip distance field font import - Replacing spaces with tabs - Fix for newer gcc. Picked from GoogleCode - Fix Javascript build. - add overlap test function, remove a semicolon - add functions to test overlap with another body or area - Area2D can now detect overlap with other areas - New option to send canvas to render buffer - Fix for InputEvent::set_as_action - Update file_access_windows.cpp for mingw cross-compile - [Fix] make_dir_recursive on Windows - Add missing particles_2d macro bind - Fix compile error in back_buffer_copy.h - back buffer copy node, to improve on texscreen() - simple shader effects library for 2D - small optimizations to isometric light demo - increase minimum range in property editor a bit - New Demo, Screen Space Shaders - Fix compie error in TileMap::_fix_cell_transform(...) - lot of work on 2D lighting and isometric maps - removed up, down, left, right keys from the demo. - Fix C++11 compilation - fix introduced bug - fixing a typo in the demo - added Label_MouseGrab_KeyInfo - Changed *_scene() to *_tree() - merges from okam repo - Register CheckBox class to create it using editor. - time was not being set properly with the rest of the uniforms. - support for 2D shadow casters - changed the blending function when using a transparent render target so that it blends properly - Improve mechanism and fix radio icon rendering. - Add CheckBox control with theme edition and radio icon avaible. - Update global_constants.cpp - Update register_scene_types.cpp - should fixes #1284 - Fixed columns to have integer positions, so that they don't "jiggle" when moving the camera. - fix get joystick name from registry on some systems - COLLADA load normals from morph target - Update detect.py - Update detect.py - fixes platform/windows/detect.py - changed viewport clearing to use the alpha value of the clear color, and made the transparent bg option of viewport force a clear color of 0,0,0,0 - added option to disable automatic clearing of viewport render buffer - Updated the variable in the lerp function to be weight instead of percent. - Updated the internal documention for the GDScript class. - Renamed "snap to offset" to "snap relative". Better conveys meaning. - Camelcased script variables will now capitalize in the inspector. - Fixed issue 1377 about script editor parenthesis matching. - restored @ for nodepaths/stringnames - Added info about operator after bespoke error message. - Changed the tooltip message for instancing a scene. - Correctly halt on error in sprintf parsing (fixes #1393) - -fix compilation of godot server - -improved pathfinding accuracy - support for light and normal mapping in 2D - fix for “no viable conversion from 'NSPoint' (aka '_NSPoint') to 'CGPoint'” build error on OS X - Changed code to remove gcc -Wparentheses warnings. - View > Settings isn't a check item. - Corrected behaviour of File.READ_WRITE mode (fixes #378) - -Some more work on 2D Lights (NOT FUNCTIONAL YET!) - Fix a shadow declaration. - Godot UI is quick and snappy again! - fix return value of slide and reflect - Renamed EXPERIMENTAL_WM_API to NEW_WM_API - Better 2D Snapping Consolidated duplicate snapping functions into CanvasItemEditor. Allow non-square grids. Add grid origin offsets. Allow seperate toggling of grid display. Add rotation snapping. Add offset snapping. - begin new serialization framework - fixes to mouse warp - -resolved shader set parameter bug, closes #1361 - New Navigation & Pathfinding support for 2D - Replace body_mode property with use_kinematic flag. Revert 2D Platformer demo's moving platforms to sprite plus body. - Added body mode property to TileMap to select between static and kinematic physics bodies. Kinematic allow use of TileMaps for moving platforms for example. Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too. And in order to fix the tileset I need to activate snapping for collision polygon vertices. - Reorder tile transforms so transpose occurs before flips. Much more intuitive for flipping transposed tiles. - cleanup + MouseGrab - fix get_joy_name() on windows - Moved wrapper function to TileMapEditor. - Revert variant arg length to 5 and add 5 arg wrapper function for TileMap set_cell. - fixes to HTTPClient - added missing set_shader_param functions - customizable content margin in styleboxes - add support for CADisplayLink - remove make.bat - ignore make.bat - fixes to skinned buffer - Added the default arguments to the binding for ResourceImportMetadata::add_source to match the c++ version - fix typo in script template - Added get_gui_base to the EditorNode class to allow for import plugins to create centered Popups. - Added the ability to add and remove editor import plugins. - ability to customize max render elements - io_scene_dae: fixed invalid variable name - Forgot to update tile transform buttons when picking tiles. - added preview picture - added a demo for 2D fog of war - Finish GUI for tile transform. - Working TileMap tile transpose transform. - Completed more complex formatting. - Completed implementing standard formatting. - changed PolygonPathFinder::get_closest_point to return the closest position inside, rather then the closest vertex - fixed math in Camera::project_position - Adjust x11/detect.py Test if clang is defined in CC/CXX/LD - this allows a specific version of clang to be defined move appending -DTYPED_METHOD_BIND to keep clang options together move sanitize option out of use_llvm test, gcc48+ also supports sanitize=address - fix build on freebsd Add some needed includes Provide freebsd variation of get_executable_path Provide variation of execv so that either full path or appname to be found within $PATH can be used - Show a confirmation for the revert action. - Move the Revert Scene menu item to be less intrusive. - Add a revert menu item. - Fix init crash on iPad 1st gen device with iOS 5.1.1 - Fix iOS Simulator SDK path for isim platform. - begin work on lighting system for 2D - * Cleanup for PR * Demo shows a Dialog with not implemented methods at startup - * observer scene for the demo - * fix compilation without scons experimental_wm_api=yes * Extended the demo with an addional MouseGrab Test - fixed world vertex issues in canvas item shader - Fixed bug in 3D material - Fixes to texscreen, fixes to white testcube - Visual Shader Editing for 2D - Fixed a bug where if a scene hadn't been saved it would find a cyclical dependency. - Fix filter options not works in render target texture - Add InputEvent::ACTION get/set support for variant Add action_press/action_release method bind - Fixed a bug where a user could add a cyclical dependency, causing a crash. - Prep for tile transpose transform. - Color Ramp and Curve Map added to visual shader editing. - -intentional breakage of shader graph to fix issues, existing graphs will be broken, sorry :( - Fix whitespace on previous commit - Modifiers are unset on events for the modifier key itself - ignore and remove .fscache files. closes #1249 - fixes - Fix mingw windows build error - * multi_screen testing + bugfixes * ALT-TAB is working * tested on Ubuntu 14.10 Unity + LXDE * minor cleanup - * cleanup window state handling * first attemps in handling ALT+TABa (WIP) - Wrapped duplicated CellOp generation code in a function and added TileMap tile picking with Ctrl+LMB. - Changed the "Start the scene (F5)." tooltip to say "Play the project (F5)." - added nvidia optimus enablement - Make it set_minimized() + set_maximized() work in both worlds: Unity and LXDE - added the following methods: * set_minimized(bool) * bool is_minimized() * set_maximized(bool) * bool is_maximized() - When overwriting a file with an auto added extension the file name is now set correctly. - remove useless code - fix bug running into infinite loop if distance between two adjacent points in curve are too short. - fixing the warnings in os_x11.cpp - rearrange the demo - Export Manager Fixes - fixed a bug where it could happen that objects did not get exported - fixed some script errors - added the feature to export particle dupliobjects. Now you can add objects with the particle system and get them directly exported. - Set the default Linux extension to nothing. - WIP -- set_resizable() + is_resizable added - Add current_line_color ediotr setting for script and shader editor - Only show Close Tab confirmation when script has unsaved change;Update Close Tab message to emphasize the fact script will be saved when closing tab;Stop dumping 'applying code' message to console - Restore checkbutton margin to origin value, fixed issue in code search dialog - Minor code formatting - Tweak Button margins & small fix for ToolButton - fix background alpha in dropdown arrows - Fixed the progressbar to only require 16px in height - More desaturated icons - Missing files and Tab changes - More Theme fixes - Fix visual glitch in Progressbar - New iteration of the theme - New neutral default theme - File path in save dialog automatically appended with correct extension if not manually added by the user. - Cleaned up formating in gd_compiler.h - -fix shader param names broken issue on code completion -fix z order issue in new 2D engine - demo window set to resizeable (need a bugfix her) - Fix canvas shader not registered when disabled_3d=yes - Update README.md - don't start demo in fullscreen mode - minor cleanup - get_screen() + set_screen() added - Fixed typo in message - -Add support for one-way collision in 2D (only works for kinematic body so far) -Solve drawing order bug introduced in previous commit: solves #1214 - Add missing shader function: refract - fixes - -begin work on unidirectional collision detection -fixed performance issue in new 2D engine -texscreen() working in shader 2D - - how to use PolygonPathFinder from GD Script - Using Xinerama extension for getting screen info - get_screen_position() added - Total rows of text edit was calculated wrong, fixed issue #842 - introduced the scons experimental_wm_api switch: ================================================ - -try fixing LLVM color diagnostic on osx - -fixed issue with shader not being reset on layers, closes #1199 -ability for shader to use parent shader and params, closes #1198 - -Initial working(?) implementation of shaders for 2D. Lighting still not there though. - osx support for llvm coloring added - SCons: colored compilation - 2D shader progress - -Initial (untested) implementation of 2D shaders. Probably broken, will be fixed later. -fixed issue of opacity not working - Update README.md - Demo misc/window_management added - Fixes #1160 - get_screen_size() added - get_screen_count() added - get_window_size() + set_window_size() added - get_window_position() + set_window_position() added - fix naming of duplicated nodes, closes #1161, adds separator character preferences - Fix compile compile error on windows platform - Added basic sprintf functionality (e.g. "fish %d %s" % [12, Vector2(1, 2)]) - Ignored more generated files. - 2D Rewrite Step [1] -=-=-=-=-=-=-=-=-=- - add option to automatically reload changed scripts - First attempt of restoring the window at the old position - fix_environment_ressource_cubemap_support - fixes cubemap ressource editor bug - Make fullscreen-switching is working with LXDE/Openbox - API change to set_fullscreen(enabled,screen) - Make GDScript-Function ( bool OS.is_fullscreen() ) work - x11-fullscreen support through GDScript( OS.set_fullscreen(bool) ) - fix saving texture flags to *.png.flags file, closes #399 - mergable version of ndee's pull request - Fix compile error when tools=no - Fix process being debugged has exited pop up #1128 - Create the test string to detect kb layouts directly from the unicode chars - OS X: Add keyboard layout detection and fix build - Fixes to GraphEdit: - -Fixed matrix and vec+scalar multiplication issues, fixes #1143 - -changed type of C component of vec interp, fixes #1144 - Add call deferred support for Tween - -Visual Shader Editing Finished, PLEASE TEST! - fix little mistake that made the project run each save - Prompt save dialog if running a unsaved scene. Solution for #966 - Fix invaild path error text in project manager when no path is entered - fixes CurveXD::interpolatef() - -Resolved bug that made yield() not work in some situations, fixes #884 - -CCD in 3D physics was not working (code was not even there!) re-added, fixes 1067 - Changes to 2D physics engine -=-=-=-=-=-=-=-=-=-=-=-=-=-= - -attempt to be friendlier on non english keyboards - -WIP to add proper key swapping according to keyboard layout -fix with non working removal of collision exception in 3D physics - Remove compiler flag LIBYUV_NEON from iOS release build - Fix issue #1113 - -Fix shortcuts for OSX code completion, fixes #1111 -Fixed how translation fallbacks works, fixes #1011 - -Obscure bug in popups solved, fixes #1008 - -Completely removed EmptyControl (but added fallback), closes #1017 - -removed empty control - -Work in progress visual shader editor *DOES NOT WORK YET* - removed print - -fixed bug on focus capture, now respets line/text edit -when playing animations, property editor is now refreshed properly, fixes #1046 - -add *.flags as a filter automatically when exporting, solves #1029 - -added new code completion guess locations, closes #1032 -moved commandline fix to mingw-only, should fix #1064 - -fixed issue with denormals in half precission, closes #1073 -added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102 - Changed texturebutton scale from float to Size2 - -added a check for setget while running the game , closes #1009 -fixed issues in tilemap editor (swap arrows not showing/hiding properly) - removed deadcode - -ability to scale and modulate texturebutton, closes #818 -fixed bug in ordering of modal subwindows, closes #1001 - -proper minimum size computation for TabContainer - -fixed key insert from editor window (#976) - -fix assignment to vector types in script using integer indices crash (#978) - -fix TextEdit shift-click functionality past begin and end of selection (#1004) - -accelerometer precission changed to "GAME" (#1015) - -refresh play options in property when setting samplelibrary (#1016) - -fix readonly issues (#1018) - -make sure selected font is applied on load (#1050) - -fixed silly bug in trigger check (#1051) - -typo fixed in ImmediateGeometry (#1066) - -assignment of ord to string index made valid #1072 - -fixed signal in #1075 - -fixed NODE_OUT error in animtreeplayer #1078 -fixed randon button when editing menubutton #1079 - Fix for bug 1088 - change parameter name from ip to port - Replace TileMapEditor floating tile palette with HSplitContainer. - fixed a typo - added blender/maya like zoom style - Fix for MinGW compilation - Add Stop pause mode implementation - Reduce android build size(-fvisibility=hidden) Fix gridmap link error when disable_3d=Yes - -fix get_as_text (#1022 ) - -ability to set default textures in shader (needed for visual shader editing) -work in progress new graph system (will replace current one) -crash fix in s3m loader (out of bounds acess) -fixed vbox overriding of separation (fixes empty line between section tabs) - fixed bugs in polygon_path_finder for finding nearest points - Fixes -=-=-= - WIP work on graph nodes and editing - Implemented PulseAudio backend and fixed audio driver selection on X11 - 1.Change interpolate_callback:p_times_in_sec argument before p_callback argument(more readable) 2.NodePath replace to instance_ID(can control object doe's not in scene tree) 3.Change interpolate types from Node to Object, can control more types(etc script class object) 4.Add pending_update counter, avoid insert/remove interpolates-list while traversal it - Fix RasterizerGLES2::canvas_draw_polygon can't work correct at some devices(like Sumsung Note2) in some devices, gpu doe's not support uint(32bit) indies - Small clean-up.. - Fix crash when gd-script _init fail - Restricted to same parent, seem to work better now. - -improved completion options for InputEvent, shows all event types now - Selected node(s) can now be moved up and down in scene tree dock. - change shortcut for toggle-comment to Ctrl+K - oops, C++11 makes me screw up - -removed annoying pragma - -added brace matching to go with the new code completion - -fixed crash reported by n-pigeon - -fix compilation issue -fix missing built-ins in completion -fix parse error - New Code Completion -=-=-=-=-=-=-=-=-=- - xml_parser: check array length index before accessing the array. - fix demo 3d mousepick test - Update README.md - added GDScript binding for set_window_title - wrong typedef - closes #270 - closes #163 - new default project icon