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path: root/editor/project_manager.cpp (follow)
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* updated project manager to use new project.godot valuesQuinn Yo2017-07-211-9/+9
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* Include Git hash in the enginePoommetee Ketson2017-07-111-1/+5
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* Automatically open new project after creating it in project manager.Nuno Donato2017-06-071-1/+2
| | | | Fixes #9075
* project manager, fixed siing of sort buttontoger52017-06-041-1/+1
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* -Added .hdr format supportJuan Linietsky2017-05-281-1/+14
| | | | | | -Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-15/+17
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-3/+4
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* Rename project file to "project.godot"Rémi Verschelde2017-05-011-11/+11
| | | | | | | | | | | | | | Slimmed down variant from the reverted #8375. The rationale behind the name change is to give Godot's project file a unique extension (".godot") that can be registered on the OS to be associated with the Godot binary (OS registration not implemented here). This PR also adds the possibility to start the game or editor if launched with the project.godot passed as argument, which paves the way for allowing a similar behaviour on a double-click in the OS file manager (code originally by @Hinsbart). Closes #6915.
* Revert "Use .godot as file extension for project files."Juan Linietsky2017-04-291-31/+11
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* Fix property warnings and hide some debug printsRémi Verschelde2017-04-231-1/+1
| | | | | | | | | | "ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint.
* i18n: Add more assetlib strings to translateRémi Verschelde2017-04-201-1/+1
| | | | Fixes #8463.
* Use .godot as file extension for project files.Andreas Haas2017-04-161-11/+31
| | | | | | | | | | | | | | Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot. Also godot will automatically start the editor now if launched with a project file as an argument. This allows for double-clicking of projects to open them :) Code-wise this should be complete, but there's still work to do: - Make a nice icon for godot projects. - Work on installers/packaging -> register the extension and icon with godot. - Update the 2.1 to 3.0 exporter. Tested on linux and windows so far.
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-4/+4
| | | | | | | | 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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* Only assume HiDPI mode if DPI >= 192 and width > 2000Rémi Verschelde2017-03-241-1/+1
| | | | | Also fix detection of single-column dock if width < 1200, it only worked with hidpi_mode=auto.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-411/+365
| | | | | | | | | | | | | | | | | | | | | | | | 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/+1516
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.