aboutsummaryrefslogtreecommitdiff
path: root/editor/plugins/shader_editor_plugin.cpp
Commit message (Collapse)AuthorAgeFilesLines
* 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!
* Respect text editor highlighting color changesvolzhs2017-12-281-67/+30
| | | | Fix #14838
* Adds an option to move cursor with right click in TextEditMattUV2017-12-201-3/+25
| | | | | | | | | | Fixes #14832 - Added an option in the editor settings/cursor to make the cursor move with right click. - If the option is activated (true by default), a right click will move the cursor before displaying context menu. - If there is a selection, a right click on it will keep it selected, a right click outside it will unselect it. - The option is available in textEdit via an inspector property (or via GDScript): caret_moving_by_right_click - The option is available in the script editor and the shader editor via the editor settings - The documentation has been updated with the new property, and a few other entries in TextEdit.xml.
* Merge pull request #14649 from MattUV/fix-indentationRémi Verschelde2017-12-161-32/+2
|\ | | | | Modifies text indentation behaviour
| * Modifies indentation behavioursMattUV2017-12-151-32/+2
| | | | | | | | | | | | | | | | | | Partially fixes #14559 (see the issue for details); Removes some code redondancy ; Adds the possibility to indent left and right without selecting text ; Adds the entries to the context menu when text is not selected ; Renames indent_selection_left() and indent_selection_right() to indent_left() and indent_right() ; Unifies context menus of shader text editor and script text editor.
* | Made built-in identifiers properly constant in shaders. Fixes #14449, closes ↵Juan Linietsky2017-12-151-1/+1
|/ | | | #14629
* Changed current line draw order and added code folding colorPaulb232017-12-071-0/+3
|
* shader editor context menu and line operations and style fixIan2017-11-111-49/+350
|
* Added setting to toggle current line highlightingPaulb232017-10-221-0/+1
|
* Added adaptive text editor theme, this includes the shader editorDaniel J. Ramirez2017-09-151-27/+88
|
* Fix unused variable warningsHein-Pieter van Braam2017-09-081-6/+2
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Enabled smooth scrolling for shader editorPaulb232017-09-031-0/+2
|
* Added setting to toggle auto indentPaulb232017-08-311-0/+1
|
* Merge pull request #10750 from Rubonnek/fix-duplicate-script-changed-signalRémi Verschelde2017-08-301-2/+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. Alvarez2017-08-291-2/+0
| | | | | | | | 'edited_script_changed'
* | removed DISCARD built in variable, replaced by actual discard GLSL ↵Juan Linietsky2017-08-291-2/+2
|/ | | | instruction, fixes #9677
* Dead code tells no talesRémi Verschelde2017-08-271-101/+0
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Cleanup tons of obsolete commented out codeRémi Verschelde2017-08-261-8/+5
| | | | | Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings.
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-5/+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 editorNuno Donato2017-06-211-1/+1
|
* Fix empty shader related crash, closes #8314Juan Linietsky2017-06-121-1/+2
|
* Changed indent type settingsPaulb232017-04-261-1/+1
|
* Added support for space indentationPaulb232017-04-181-1/+2
|
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-2/+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 lineRémi Verschelde2017-04-081-0/+1
|
* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-3/+26
|
* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-149/+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 Verschelde2017-03-051-0/+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.