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path: root/editor/plugins/tile_map_editor_plugin.h (follow)
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* Merge pull request #19164 from marcelofg55/tilemap_undo2Rémi Verschelde2018-06-261-0/+6
|\ | | | | Improve TileMap undo operations, second try
| * Improve TileMap undo operations, second tryMarcelo Fernandez2018-05-291-0/+6
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* | Added autotile overrideJames Beedie2018-06-021-0/+7
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* Revert "Improve TileMap undo operations"Rémi Verschelde2018-05-251-1/+0
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* Improve TileMap undo operationsMarcelo Fernandez2018-05-231-0/+1
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* Fix Coverity reports of uninitialized scalar variableRémi Verschelde2018-04-191-8/+11
| | | | | | | | | | | Fixes most current reports on Coverity Scan of uninitialized scalar variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html These happen most of the time (in our code) when instanciating structs without a constructor (or with an incomplete one), and later returning the instance. This is sometimes intended though, as some parameters are only used in some situations and should not be double-initialized for performance reasons (e.g. `constant` in ShaderLanguage::Token).
* Add functionality to move selected tiles in tile map editorMartin Rieke2018-04-041-0/+2
| | | | | | This change adds a new entry "Move Selection" to the "Tile Map" menu in the tile map editor. It allows the user to easily move as set of selected tiles.
* TileMap: add fix_invalid_tilesPoommetee Ketson2018-02-241-0/+1
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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!
* TileMap FixesMariano Suligoy2017-12-021-1/+1
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* Universalize draw-over API for EditorPluginsPedro J. Estébanez2017-11-241-2/+2
| | | | | | | | | - 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.
* Implement auto-tilingMariano Suligoy2017-11-201-0/+2
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* Fix TileMap editor not getting inputPedro J. Estébanez2017-10-221-1/+1
| | | | Fixes #12265.
* Fixes snapping and replaces the _draw_canvas by forward_canvas_drawGilles Roudiere2017-10-181-1/+3
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* Bucket fill will now incrementally process the queue on preview modeMarcelo Fernandez2017-09-241-0/+1
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* Adds missing shortcuts to TileEditor. Keeps fill-tool selected after useJakob Schwab2017-09-171-1/+2
| | | | | | | The following keyboard shortcuts are now available: -Bucket fill (G) -Paint Tile (P) -Transpose Tile (T) Fixes #10918
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Tilemap Editor: Setting to hide tile info in the menu barRémi Verschelde2017-08-161-0/+1
| | | | Based on e513ecb7a14560d7238408a16a3b855863fd6df9.
* Updated function argument namesWilson E. Alvarez2017-08-121-2/+2
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-3/+3
| | | | 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 Verschelde2017-03-051-27/+27
| | | | | | | | | | | | | | | | | | | | | | | | 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/+207
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.