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* | | | Merge pull request #8109 from RandomShaper/warped-panningRémi Verschelde2017-03-243-3/+22
|\ \ \ \ | | | | | | | | | | Implement warped mouse panning for 2D & 3D editors
| * | | | Implement warped mouse panning for 2D & 3D editorsPedro J. Estébanez2017-03-223-3/+22
| |/ / / | | | | | | | | | | | | | | | | Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future
* | | | i-patch for Pirate languageRémi Verschelde2017-03-2431-31/+31
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Credits to jo_ for the joke and hcorion for finding the typo: <hcorion> Hi all, I was busy translating godot to Pirate, and I noticed a spelling error, on line 1035 in platform/uwp/export/export.cpp it mis-spells certificate as certficate missing the extra i <jo_> hcorion: Nice catch. <jo_> If you make a PR, please call it 'i-patch for Pirate."
* | | | i18n: Sync templates and translations with current codeRémi Verschelde2017-03-2431-86168/+85843
| | | | | | | | | | | | | | | | | | | | Massive diff due to the tools/editor -> editor move. The real changes are the difference between those two:
* | | | Fix typos in source code using codespellRémi Verschelde2017-03-2420-37/+35
| |/ / |/| | | | | | | | From https://github.com/lucasdemarchi/codespell
* | | Only assume HiDPI mode if DPI >= 192 and width > 2000Rémi Verschelde2017-03-242-6/+4
| |/ |/| | | | | | | Also fix detection of single-column dock if width < 1200, it only worked with hidpi_mode=auto.
* | Several fixes to Android exporter and port.Juan Linietsky2017-03-234-46/+118
| | | | | | | | Android seems to be working again!
* | Export working (for linux at least)Juan Linietsky2017-03-214-16/+95
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* | Export template management dialog.Juan Linietsky2017-03-217-77/+520
|/ | | | Missing download (need to discuss this!)
* Merge pull request #8067 from Hinsbart/fix_ps_crossRémi Verschelde2017-03-181-1/+1
|\ | | | | InputMap: Rename joypad button "PS X" to "PS Cross".
| * InputMap: Rename joypad button "PS X" to "PS Cross".Andreas Haas2017-03-181-1/+1
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* | Merge pull request #8051 from RayKoopa/resizable_new_node_dialogRémi Verschelde2017-03-185-314/+34
|\ \ | | | | | | Make Create New Node dialog resizable and burninate old dialog
| * | Make Create New Node dialog resizable and burninate old dialogRay Koopa2017-03-185-314/+34
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* / Editor: Fix "About" dialogAndreas Haas2017-03-181-6/+5
|/ | | | Use a HBoxContainer instead of hardcoded positions.
* Merge pull request #8017 from volzhs/fix-dnd-2d-viewportRémi Verschelde2017-03-131-16/+16
|\ | | | | Fix drag and drop on 2d viewport
| * Fix drag and drop on 2d viewportvolzhs2017-03-131-16/+16
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* | Merge pull request #7979 from RandomShaper/fix-sub-inheritanceRémi Verschelde2017-03-131-0/+5
|\ \ | | | | | | Fix node duplication in scene sub-inheritance
| * | Fix node duplication in scene sub-inheritancePedro J. Estébanez2017-03-091-0/+5
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* / Editor: Dim UI when a WindowDialog is shown.Andreas Haas2017-03-063-0/+60
|/ | | | | | | | | | | | | Darkens the editor on WindowDialog popup. This adds the following new Editor settings: - interface/dim_editor_on_dialog_popup (true) # Enable/Disable editor dimming - interface/dim_amount (0.6) # Percentage of how much the editor will be darkened (0-1) - interface/dim_transition_time # The duration (in seconds) of the color blending effect (0-1), 0 is instant. Please test this thoroughly, I haven't yet seen a case where it fails to work properly but I'm sure I didn't test all windows of the editor :P
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-05238-32451/+26483
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-0516-1/+451
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-052012-0/+399113
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.