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path: root/editor/spatial_editor_gizmos.cpp (follow)
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* -Add lightmapperJuan Linietsky2017-12-141-0/+121
| | | | | | -Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
* Merge pull request #13836 from AndreaCatania/scaleRémi Verschelde2017-12-111-16/+17
|\ | | | | Fixed bullet scale on get_transform and joints
| * Makes consistent Slider joint GizmoAndreaCatania2017-12-091-3/+3
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| * Makes consistent 6DOF joint GizmoAndreaCatania2017-12-091-13/+14
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* | Implemented skeleton visibilityAndreaCatania2017-12-101-0/+28
|/ | | | Removed code visibility code from popup menu
* Rename Rect3 to AABB.Ferenc Arn2017-11-171-15/+15
| | | | Fixes #12973.
* Added and improved some missing icons, plus some other visual fixes.Daniel J. Ramirez2017-10-131-2/+2
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* 3DEditorGizmo: fix spotlight and camera gizmo & handlePoommetee Ketson2017-10-021-2/+2
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* Box selection for MeshInstances and subscene nodes.SaracenOne2017-09-201-4/+30
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* Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky2017-09-011-6/+6
| | | | #9935, closes #10135
* Merge pull request #10774 from djrm/pr_gizmo_fixesRémi Verschelde2017-08-301-4/+11
|\ | | | | Fixed problem with highlight boxes not updating on translation
| * Fixed problem with highlight boxes not updating on translationDaniel J. Ramirez2017-08-291-4/+11
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* | Merge pull request #10745 from neikeq/fix-docdata-and-stuffJuan Linietsky2017-08-291-3/+7
|\ \ | |/ |/| DocData and virtual method type hints fixes
| * DocData and type hints fixesIgnacio Etcheverry2017-08-291-3/+7
| | | | | | | | | | | | | | - Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
* | Added missing gizmo icons and fixed ugly looking gizmo icons.Daniel J. Ramirez2017-08-281-3/+11
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* | Improved directional light arrow and gizmo highlightingDaniel J. Ramirez2017-08-281-24/+23
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* | Highlight currently selected gizmo.Daniel J. Ramirez2017-08-281-0/+33
|/ | | | Work with, GIProbe, ReflectionProbe and Particles.
* Dead code tells no talesRémi Verschelde2017-08-271-56/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Cleanup tons of obsolete commented out codeRémi Verschelde2017-08-261-8/+0
| | | | | Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings.
* -Massive clean up to gizmosJuan Linietsky2017-08-261-61/+299
| | | | | | | -Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-74/+74
| | | | | | | | | | | | 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/
* Fix primitive mesh selection, closes #9210Juan Linietsky2017-08-181-1/+1
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-5/+5
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-0/+127
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Fixed syntax inconsistency in Vector3.snap and Vector3.snappedTwistedTwigleg2017-07-031-4/+4
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* Godot 3.0 primitives as resources for use with MeshInstanceBastiaanOlij2017-06-161-20/+0
| | | | | | | | | | | | | Adds the following resources: - CapsuleMesh: a capsule object - CubeMesh: a cube that can be subdivided - CylinderMesh: a cylinder - PlaneMesh: a horizontal plane that can be subdivided - PrismMesh: a prism shape - SphereMesh: a sphere - QuadMesh: reintroduction of the original quadmesh Removes the old Quad and TestCube nodes
* renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-18/+18
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* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-9/+9
| | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
* Particle system is complete. Rejoice!Juan Linietsky2017-04-081-0/+132
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-85/+90
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-1327/+1065
| | | | | | | | | | | | | | | | | | | | | | | | 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/+3483
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.