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path: root/editor/editor_node.h
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* -Added AnimationGraphPlayer (still missing features)Juan Linietsky2018-06-181-1/+3
| | | | -Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
* Fix shortcuts using KEY_MASK_CTRL instead of KEY_MASK_CMDRémi Verschelde2018-06-111-1/+1
| | | | | | | | | | | KEY_MASK_CMD is automatically replaced by KEY_MASK_CTRL on non-OSX and KEY_MASK_META (Command key) on OSX, so it should be used for all Ctrl/Cmd + key shortcuts. Also de-hacked the macOS shortcut replacements with proper conditional definition. Not tested on macOS, cannot judge if they are good shortcuts. Fixes #10761.
* Entirely new (and much improved) animation editor.Juan Linietsky2018-06-071-0/+3
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* Moved inspector functionality from EditorNode to InspectorDock.Daniel J. Ramirez2018-05-171-55/+11
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* -New inspector.Juan Linietsky2018-05-151-3/+3
| | | | | | | -Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) -
* Drag to rearrange Tabs and TabContainerianb962018-04-081-0/+1
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* Merge pull request #17576 from Mr-Slurpy/masterRémi Verschelde2018-03-231-15/+2
|\ | | | | Allow users to add items to Tool menu
| * Added tool menu functions in EditorPluginMr-Slurpy2018-03-171-15/+2
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* | Update icons when theme changedPoommetee Ketson2018-02-251-0/+1
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* | Added an auto quit and auto build flag to the command line options.Nathan Warden2018-02-191-1/+2
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* | Enable EditorPlugin to add/remove autoloadsWill Nations2018-02-141-0/+2
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* 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!
* -Add lightmapperJuan Linietsky2017-12-141-5/+5
| | | | | | -Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
* Merge pull request #13233 from Krakean/add_eidtorinspector_collapseexpand_v2Rémi Verschelde2017-11-261-0/+6
|\ | | | | Inspector: Implemented a collapse/expand all (v2)
| * Implemented a collapse/expand all feature request for Inspector (issue ↵Dmitry Koteroff2017-11-241-0/+6
| | | | | | | | | | | | | | | | #9427) via popup of "Object properties" button. Editor Settings->Interface->Editor: added "Expand All Properties" option. Off by default. Cosmetics fixes due to @Reduz notes.
* | Merge pull request #13259 from Paulb23/restore_scenes_on_startup_issue_2385Rémi Verschelde2017-11-261-0/+4
|\ \ | | | | | | Restore scenes on startup, issue 2385
| * | Restore scenes on startup, issue 2385Paulb232017-11-241-0/+4
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* / Universalize draw-over API for EditorPluginsPedro J. Estébanez2017-11-241-1/+4
|/ | | | | | | | | - Now it is usable from both `CanvasItem` and `Spatial` editors. - `EditorPlugin` API changes: - `forward_draw_over_canvas()` becomes `forward_draw_over_viewport()`. - `update_canvas()` becomes `update_overlays()`, which now triggers the update of every overlay on top of any 2D or 3D viewports present. Also now it returns the number of such viewports, which is useful whenever you need to know the number of draw-over calls you'll get. - New: `[set/is]_force_draw_over_forwarding_enabled()` to force overlaying regardless it handles the current object type, in a similar fashion as `[set/is]_input_event_forwarding_always_enabled`. This kind of overlay is also on top of those for regular handled node types. - New: `forward_force_draw_over_canvas()`, which is the callback that gets called for plugins that enable forced overlaying.
* add scene button and tab scrollingIan2017-11-181-0/+3
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* Add a print handler for the editor output panelGeorge Marques2017-11-161-0/+4
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* Update meshes when reimporting,Daniel J. Ramirez2017-11-121-1/+1
| | | | Save scene preview even when not doing save and play.
* Some fixes and improvements.Daniel J. Ramirez2017-11-101-4/+4
| | | | | Changed FileDialogs for EditorFileDialogs in EditorNode. Updated CheckButton.
* Improve file/folder drag preview on filesystem dockMillionOstrich2017-11-031-2/+1
| | | | | | | | | Added icons for files/folders in drag preview Fixed folders getting an empty string label Don't show "1 more file(s)" label instead of the file Added "more folders" case if moving folders exclusively Merged drag_files and drag_files_and_dirs to reduce code duplication Simplified get_drag_data_fw and removed commented out code
* Fixes snapping and replaces the _draw_canvas by forward_canvas_drawGilles Roudiere2017-10-181-2/+2
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* Ability to convert from SpatialMaterial to ShaderMaterialJuan Linietsky2017-09-221-0/+6
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* Show button name always in main toolbarvolzhs2017-09-201-1/+0
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* Merge pull request #11274 from Rubonnek/keep-argument-names-consistentRémi Verschelde2017-09-171-1/+1
|\ | | | | Renamed function arguments to keep them consistent between declaration and implementation
| * Renamed function arguments to keep them consistent between declaration and ↵Wilson E. Alvarez2017-09-141-1/+1
| | | | | | | | implementation
* | Apply clang-format again to recent changesRémi Verschelde2017-09-161-1/+0
| | | | | | | | | | | | Also add missing copyright headers. [ci skip]
* | Warn the user that changes to resources will be lost when editing imported ↵Juan Linietsky2017-09-141-0/+4
|/ | | | or instanced resources from scenes.
* fixed hover line for menu buttontoger52017-09-041-1/+2
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* Fix issues regarding reload of resources in imported scenes. Closes #10017Juan Linietsky2017-08-311-0/+1
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* Merge pull request #10771 from neikeq/pr-improve-build-callbacksJuan Linietsky2017-08-291-2/+2
|\ | | | | Improve build callbacks
| * Improve build callbacksIgnacio Etcheverry2017-08-291-2/+2
| | | | | | | | | | - Build callbacks now return bool to determine if the build was successful. If the build fails, the editor won't run the game. - Makes sure build callbacks are called after saving the scene ("Save Before Running" option).
* | EditorNode: enhance open scene error dialogPoommetee Ketson2017-08-291-1/+2
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* | -Moved script run to editor, removed from projectJuan Linietsky2017-08-271-1/+0
|/ | | | | -fixed to code completion -fix shader crash bug reported by tagcup
* Dead code tells no talesRémi Verschelde2017-08-271-2/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Cleanup tons of obsolete commented out codeRémi Verschelde2017-08-261-55/+21
| | | | | Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings.
* -Split EditorPlugin into EditorPlugin and EditorInterfaceJuan Linietsky2017-08-261-1/+8
| | | | | -Added EditorInterface to EditorScript -Added functions to save the scene to EditorInterface
* Merge pull request #10254 from marcelofg55/masterRémi Verschelde2017-08-221-0/+2
|\ | | | | Added notification const NOTIFICATION_WM_ABOUT
| * Added notification const NOTIFICATION_WM_ABOUTMarcelo Fernandez2017-08-171-0/+2
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* | Merge pull request #10307 from Rubonnek/update-argument-namesRémi Verschelde2017-08-161-1/+1
|\ \ | | | | | | Updated function argument names
| * | Updated function argument namesWilson E. Alvarez2017-08-121-1/+1
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* / Enable command-line exportRuslan Mustakov2017-08-141-2/+2
|/ | | | | The syntax is identical to what it was in 2.1, but now you specify preset name instead of platform name.
* Fix !save_each_scene saving scenes with no filenamePoommetee Ketson2017-07-261-1/+1
| | | | | | When save_each_scene is false, only scenes that have been saved at least once are saved. But EditorNode tries to save scenes with no filename too (they're never saved), so it crashes.
* Move About dialog to editor_about.cppPoommetee Ketson2017-07-231-4/+2
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-2/+2
| | | | -Added system for feature overrides, it's pretty cool :)
* EditorNode: remove obsolete comments in constructorPoommetee Ketson2017-07-181-7/+1
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