aboutsummaryrefslogtreecommitdiff
path: root/core/undo_redo.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-14/+14
| | | | | | | | | | | | 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/
* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-3/+3
|
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
|
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-6/+6
|
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-186/+170
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-11/+11
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Ability to drag and drop around audio effects!Juan Linietsky2017-01-241-2/+0
|
* Ability to delete, drag and drop audio buses!Juan Linietsky2017-01-231-0/+2
|
* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-0/+1
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-2/+7
| | | | | | | | 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
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-13/+13
| | | | | | | | 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()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* Renamed the bind_native functions to bind_vararg, should make it show the ↵Juan Linietsky2016-09-071-12/+4
| | | | documentation more clearly and also make it easier to bind to C#
* Implemented UndoRedo mergeable modesFranklin Sobrinho2016-08-171-13/+48
|
* remove trailing whitespaceHubert Jarosz2016-03-091-3/+3
|
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* replaced :var by :Variant in documentation, fixes #2897Juan Linietsky2015-12-141-2/+2
|
* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-0/+27
| | | | | | | | | | 1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
* small in place fixesJuan Linietsky2015-06-221-5/+5
|
* Merge pull request #2144 from Krzycho666/UndoRedo_fixJuan Linietsky2015-06-221-0/+123
|\ | | | | added GDscript bidings for UndoRedo class
| * added some missing biddingskrzycho2015-06-221-0/+3
| |
| * - added GDscript bidings for UndoRedo class mechanizmkrzycho2015-06-211-0/+120
| | | | | | | | - registered UndoRedo
* | Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-2/+3
|/ | | | | | | | | | | -ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
* -shadergraph now saved when on external file and modified, fixes #1832Juan Linietsky2015-05-111-1/+7
|
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* Bug FixesJuan Linietsky2014-11-021-0/+5
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+330