| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | shader editor context menu and line operations and style fix | Ian | 2017-11-11 | 1 | -49/+350 |
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| * | Added setting to toggle current line highlighting | Paulb23 | 2017-10-22 | 1 | -0/+1 |
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| * | Added adaptive text editor theme, this includes the shader editor | Daniel J. Ramirez | 2017-09-15 | 1 | -27/+88 |
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| * | Fix unused variable warnings | Hein-Pieter van Braam | 2017-09-08 | 1 | -6/+2 |
| | | | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7 | ||||
| * | Enabled smooth scrolling for shader editor | Paulb23 | 2017-09-03 | 1 | -0/+2 |
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| * | Added setting to toggle auto indent | Paulb23 | 2017-08-31 | 1 | -0/+1 |
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| * | Merge pull request #10750 from Rubonnek/fix-duplicate-script-changed-signal | Rémi Verschelde | 2017-08-30 | 1 | -2/+0 |
| |\ | | | | | Renamed 'script_changed' signal in the script editor plugin to 'edited_script_changed' | ||||
| | * | Renamed 'script_changed' signal in the script editor plugin to ↵ | Wilson E. Alvarez | 2017-08-29 | 1 | -2/+0 |
| | | | | | | | | | 'edited_script_changed' | ||||
| * | | removed DISCARD built in variable, replaced by actual discard GLSL ↵ | Juan Linietsky | 2017-08-29 | 1 | -2/+2 |
| |/ | | | | instruction, fixes #9677 | ||||
| * | Dead code tells no tales | Rémi Verschelde | 2017-08-27 | 1 | -101/+0 |
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| * | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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| * | Cleanup tons of obsolete commented out code | Rémi Verschelde | 2017-08-26 | 1 | -8/+5 |
| | | | | | | Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings. | ||||
| * | Convert Object::cast_to() to the static version | Hein-Pieter van Braam | 2017-08-24 | 1 | -5/+5 |
| | | | | | | | | | | | | | 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/ | ||||
| * | highlight the correct error line in shader editor | Nuno Donato | 2017-06-21 | 1 | -1/+1 |
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| * | Fix empty shader related crash, closes #8314 | Juan Linietsky | 2017-06-12 | 1 | -1/+2 |
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| * | Changed indent type settings | Paulb23 | 2017-04-26 | 1 | -1/+1 |
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| * | Added support for space indentation | Paulb23 | 2017-04-18 | 1 | -1/+2 |
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| * | Rename [gs]et_pos to [gs]et_position for Controls | Sergey Pusnei | 2017-04-10 | 1 | -2/+2 |
| | | | | | | | | | 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 line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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| * | New particle system, mostly working, some small features missing. | Juan Linietsky | 2017-04-06 | 1 | -3/+26 |
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| * | Fix typos in source code using codespell | Rémi Verschelde | 2017-03-24 | 1 | -1/+1 |
| | | | | | From https://github.com/lucasdemarchi/codespell | ||||
| * | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -149/+99 |
| | | | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde | 2017-03-05 | 1 | -0/+584 |
| 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. | |||||
