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path: root/editor/plugins/cube_grid_theme_editor_plugin.cpp
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* -New inspector.Juan Linietsky2018-05-151-1/+1
| | | | | | | -Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) -
* Changes the keep_margin parameter to true by default, so that people are not ↵Gilles Roudiere2018-01-151-2/+1
| | | | suprised that set_anchor changes the margins values
* 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!
* Remove set_area_as_parent_rect and replace it by ↵Gilles Roudiere2017-09-221-2/+2
| | | | set_anchors_and_margins_preset(PRESET_WIDE)
* -Changed KinematicBody API yet again to make it friendlierJuan Linietsky2017-09-041-2/+3
| | | | -Fixed get_scale functions (and added set_scale) to make it more coherent when decomposing and composing (fixes bugs in transform interpolation)
* -Added an optimization so physics shapes are configured later, speeds up ↵Juan Linietsky2017-09-031-1/+1
| | | | grid map loading and editing
* -Some fixes to code completion.Juan Linietsky2017-08-281-81/+7
| | | | | -Fix getter in code completion being displayed when it shouldn't -Clean up preview generation for editors and exposed it as editor plugin
* -Largely rewrote gridmap to simplify itJuan Linietsky2017-08-271-13/+8
| | | | | -Got editor working again -Added a current-floor marker on selection
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-9/+9
| | | | | | | | | | | | 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/
* Some control fixes and removed useless linesGilles Roudiere2017-08-191-1/+0
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* Converting to MeshLibrary works again, fixes #8092Juan Linietsky2017-08-151-158/+175
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-1/+1
| | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | 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/+357
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.