Update changelog with recent additions

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Hugo Locurcio 2019-03-12 17:28:46 +01:00
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@ -165,6 +165,8 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- [Built-in vector types now use copy-on-write mode as originally intended](https://godotengine.org/article/why-we-broke-your-pr), resulting in increased engine performance.
- The [mbedtls](https://tls.mbed.org/) library is now used instead of OpenSSL.
- [Renamed several core files](https://github.com/godotengine/godot/pull/25821).
- Third-party modules may have to be updated to reflect this.
- SSL certificates are now bundled in exported projects unless a custom bundle is specified.
- Improved buffer writing performance on Windows and Linux.
- Removed many debugging prints in the console.
@ -183,10 +185,17 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- Text editor themes are now sorted alphabetically in the selection dropdown.
- The 3D manipulator gizmo now has a smoother, more detailed appearance.
- The 3D viewport menu button now has a background to make it easier to read.
- QuadMeshes are now built using two triangles (6 vertices) instead of one quad (4 vertices).
- This was done because quads are deprecated in OpenGL.
- Controls inside containers are no longer movable or resizable but can still be selected.
- The `is` GDScript keyword can now be used to compare a value against built-in types.
- Exported variables with type hints are now always initialized.
- For example, `export(int) var a` will be initialized to `0`.
- Named enums in GDScript no longer create script constants.
- This means `enum Name { VALUE }` must now be accessed with `Name.VALUE` instead of `VALUE`.
- Cyclic references to other scripts with `preload()` are no longer allowed.
- `load()` should be used in at least one of the scripts instead.
- `switch`, `case` and `do` are no longer reserved identifiers in GDScript.
- Shadowing variables from parent scopes is no longer allowed in GDScript.
- Function parameters' default values can no longer depend on other parameters in GDScript.
- Indentation guides are now displayed in a more subtle way in the script editor.
@ -209,6 +218,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
### Removed
- Removed the RtAudio backend on Windows in favor of WASAPI, which is the default since 3.0.
- **macOS:** Support for 32-bit and fat binaries.
### Fixed
@ -220,6 +230,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- The animation editor time offset indicator no longer "walks" when resizing the editor.
- Allow creation of a built-in GDScript file even if the filename suggested already exists.
- Show tooltips in the editor when physics object picking is disabled.
- Button shortcuts can now be triggered by gamepad buttons.
- Fix a serialization bug that could cause TSCN files to grow very large.
- Gizmos are now properly hidden on scene load if the object they control is hidden.
- Camera gizmos in the 3D viewport no longer look twice as wide as they actually are.
@ -231,6 +242,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- The Visual Studio Code external editor option now recognizes more binary names such as `code-oss`, making detection more reliable.
- The `-ffast-math` flag is no longer used when compiling Godot, resulting in increased floating-point determinism.
- Fix spelling of `apply_torque_impulse()` and deprecate the misspelled method.
- Escape sequences like `\n` and `\t` are now recognized in CSV translation files.
- Remove spurious errors when using a PanoramaSky without textures.
- The lightmap baker will now use all available cores on Windows.
- Bullet physics now correctly calculates effective gravity on KinematicBodies.