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path: root/editor/editor_file_system.cpp
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* Merge pull request #17420 from marcelofg55/fscache_err_checksRémi Verschelde2018-03-141-6/+14
|\ | | | | Added error checks for fscache saving
| * Added error checks for fscache savingMarcelo Fernandez2018-03-131-6/+14
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* | Merge pull request #17138 from simedis/import_md5Rémi Verschelde2018-03-131-12/+51
|\ \ | | | | | | Make md5's not be in the same file as the import settings
| * | Moves the md5sum's from the <filename>.import file into .import/<filename>.md5Geoffrey2018-03-011-12/+51
| | | | | | | | | | | | | | | | | | | | | | | | | | | Saves asset md5sum's in a file that doesn't contain data that needs to be VC'd Now saves the md5s to a different file (.import.md5) Now reads the md5's from a separate file Now uses a file in the .import folder to store md5s
* | | Update preview on filesystem changeShyRed2018-03-101-0/+3
|/ / | | | | | | Check and recreate a file's preview, if it has changes to it in the filesystem.
* | Make sure .import folder exists before importing, in case user deleted it ↵Juan Linietsky2018-01-051-0/+13
| | | | | | | | manually. Fixes #15315
* | Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | | | | | | | 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.
* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | | | | | Happy new year to the wonderful Godot community!
* | Reimport now checks source path changes and imported files and their md5, ↵Juan Linietsky2017-12-271-4/+42
| | | | | | | | fixes #14728
* | Add context menu to editor file dialogs.Ray Koopa2017-12-051-2/+4
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* | Add a bit space around the .import [deps] tag to make it more readable.Juan Linietsky2017-11-241-2/+2
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* | Changed reimport logic to also check md5 before reimporting, fixes #13135Juan Linietsky2017-11-241-74/+102
| | | | | | | | | | Has the nice side effect that you can share your .import folder or rename your project and godot wont reimport stuff.
* | EditorSettings: Rename settings_path to settings_dirRémi Verschelde2017-11-171-4/+4
| | | | | | | | Also to prepare for upcoming refactoring for XDG support.
* | Make sure scan happens after all nodes enter scene (including plugins), ↵Juan Linietsky2017-11-151-1/+2
| | | | | | | | fixes #9286
* | Update meshes when reimporting,Daniel J. Ramirez2017-11-121-3/+2
|/ | | | Save scene preview even when not doing save and play.
* Cleanup unnecessary debug printsRémi Verschelde2017-10-211-56/+0
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* Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky2017-10-051-1/+1
| | | | to has_setting. Fixes #11844
* Fix import order, so scenes are imported after textures.Juan Linietsky2017-09-201-2/+14
| | | | Also fix bugs when meshes are always generated.
* Merge pull request #10840 from rtroncoso/fix-reimporter-defaults-loadRémi Verschelde2017-09-011-1/+1
|\ | | | | Fix importer not applying default settings
| * Fix importer not applying saved default settings on loadRodrigo Troncoso2017-08-311-1/+1
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* | Fix issues regarding reload of resources in imported scenes. Closes #10017Juan Linietsky2017-08-311-0/+3
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* Added nice icon to show when a file is broken on import.Juan Linietsky2017-08-291-0/+7
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* Fix constant reimport on broken files, closes #9930Juan Linietsky2017-08-291-15/+31
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Several improvements and fixes to import system. Might fix many issues ↵Juan Linietsky2017-08-171-2/+68
| | | | opened, but have to check in detail..
* Merge pull request #10345 from Hinsbart/remove_importedAndreas Haas2017-08-151-0/+15
|\ | | | | Removing a Resource also deletes imported files.
| * Removing a Resource also deletes imported files.Andreas Haas2017-08-151-0/+15
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* | Small fix for problem of nodes losing type, this is not good enough to solve ↵Juan Linietsky2017-08-151-0/+6
|/ | | | a core reimport problem, but so far fixes #8116
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-4/+4
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* Added a .gdignore check to ignore specific folders. Closes #8461Juan Linietsky2017-08-061-0/+4
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* -Ability to set default import presets for typeJuan Linietsky2017-07-231-1/+14
| | | | | | -More presets for scene importer -Option in scene importer to export root nodes as separate scenes -Fixed MeshInstance preview
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-5/+5
| | | | -Added system for feature overrides, it's pretty cool :)
* Add object type hint for docsPoommetee Ketson2017-07-191-1/+1
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* Fix EditorFileSystem duplicating root folder in new foldersBojidar Marinov2017-06-161-0/+7
| | | | | | Also, add some uninitialized variables into constructors (I like to applease cppcheck). Also, remove unused md_count. Fixes #3662.
* Fix natural sorting order in EditorFileDialog, FileDialog and ↵Damian Day2017-05-121-2/+2
| | | | | | | | | | EditorFileSystemDirectory Make EditorFileDialog, FileDialog and EditorFileSystemDirectory alphanumerical sorting more natural Added a new method 'naturalnocasecmp_to' and comparator 'NaturalNoCaseComparator' to String. Fixes #8712.
* Rename project file to "project.godot"Rémi Verschelde2017-05-011-2/+2
| | | | | | | | | | | | | | 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.
* Revert "Use .godot as file extension for project files."Juan Linietsky2017-04-291-33/+15
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* Use .godot as file extension for project files.Andreas Haas2017-04-161-15/+33
| | | | | | | | | | | | | | 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.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-1/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-571/+465
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+1550
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.