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* Removed duplicate default colours and removed GDScriptHighligher colours ↵Paulb232018-06-131-0/+2
| | | | from main editor.
* Exposed set/get_project_metadata in EditorSettings.Michael Alexsander Silva Dias2018-05-161-1/+1
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* Merge pull request #15399 from poke1024/load-one-translationRémi Verschelde2018-02-141-1/+0
|\ | | | | Load needed editor translation only on demand
| * Load needed translation on demandBernhard Liebl2018-01-061-1/+0
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* | Fix inconsistencies and typos in argument namesPaolo Perkovic2018-02-011-1/+1
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* | Fix editor setting value is back to defaultvolzhs2018-01-081-1/+1
| | | | | | | | Fix #15449
* | Fix editor settings weird behaviorvolzhs2018-01-061-2/+6
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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!
* Fixed editor settings disappearing (caused by uninitialized variable).Daniel J. Ramirez2017-11-291-0/+5
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* Fixed runtime EDITOR_DEFs being dropped.Daniel J. Ramirez2017-11-201-2/+2
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* Use new XDG folders to dehardcode pathsRémi Verschelde2017-11-191-0/+1
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* Add initial support for the XDG Base Directory specRémi Verschelde2017-11-191-2/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
* EditorSettings: Rename settings_path to settings_dirRémi Verschelde2017-11-171-2/+2
| | | | Also to prepare for upcoming refactoring for XDG support.
* Fixed editor settings disappearing.Daniel J. Ramirez2017-11-091-0/+3
| | | | Some items that are no longer defined may disappear, but thats expected i guess.
* Some more harmonization of EditorSettings codeRémi Verschelde2017-10-311-10/+10
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* Reorder EditorSettings code for better legibilityRémi Verschelde2017-10-311-51/+36
| | | | No functional change, only moving stuff around.
* Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky2017-10-051-1/+5
| | | | to has_setting. Fixes #11844
* Update theme property respectivelyvolzhs2017-09-261-1/+4
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* Added the ability to revert to initial value in editor settings.Daniel J. Ramirez2017-09-241-0/+8
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* Dead code tells no talesRémi Verschelde2017-08-271-1/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Massive clean up to gizmosJuan Linietsky2017-08-261-0/+3
| | | | | | | -Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
* Updated function argument namesWilson E. Alvarez2017-08-121-1/+1
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* Add ability to use custom script templates.Andreas Haas2017-06-131-0/+2
| | | | | | | | | | Templates will be loaded from .godot/script_templates For now they're disabled for GDNative. Ideas for further improvements: - Add a "Save as Template" option to the script editor, as it can normally only save to res:// - Support more placeholders / custom placeholders
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-1/+1
| | | | this might cause bugs I haven't found yet..
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-35/+39
| | | | | | | | | | | | | | | | | | | | | | | | 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/+180
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.