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path: root/modules/gridmap/grid_map_editor_plugin.cpp
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* Fixes logically dead code (Coverity)Crazy-P2018-04-211-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
* Use radio-button-like menu entries where applicablePedro J. Estébanez2018-03-271-6/+6
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* Merge pull request #17079 from Noshyaar/leak2Rémi Verschelde2018-03-131-2/+3
|\ | | | | GridMapEditorPlgn: fix a leak
| * GridMapEditorPlgn: fix a leakPoommetee Ketson2018-02-271-2/+3
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* | GridMap: fix next/prev plane text, fix meta not foundPoommetee Ketson2018-03-021-3/+3
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* | Fix grid mesh tile panning bug (issue 16524)poke10242018-02-281-3/+13
|/ | | | Fix basic function and interference of touch pad pan with mesh tile delete (shift + right click on touch pad) in grid map editor (fix 16524)
* Gridmap editor now lists plane instead of floor when not horizontal.Anish2018-02-171-3/+17
| | | | | | | | Instead of gridmap editor calling grid as floor irrespective of the orientation, it now calls the grid plane if it's vertical and floor if horizontal. Resolves: #14611
* 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!
* Native pan and zoom for macOSBernhard Liebl2017-11-211-0/+10
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* Rename Rect3 to AABB.Ferenc Arn2017-11-171-1/+1
| | | | Fixes #12973.
* Several improvements to GridMap.Daniel J. Ramirez2017-11-091-75/+106
| | | | | | Fixed crash when undoing. More ergonomic shortcuts. Fixed freelook navigation.
* Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky2017-09-011-2/+2
| | | | #9935, closes #10135
* -Largely rewrote gridmap to simplify itJuan Linietsky2017-08-271-12/+87
| | | | | -Got editor working again -Added a current-floor marker on selection
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add several missing Null checks in _notificationHein-Pieter van Braam2017-08-261-0/+3
| | | | This fixes #6118
* -Massive clean up to gizmosJuan Linietsky2017-08-261-293/+67
| | | | | | | -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
* Fix i18n bug in GridMap stringRémi Verschelde2017-08-251-4/+2
| | | | Regression from 6134d87 causing build issue on clang.
* Editor: Add some more translatable strings.Andreas Haas2017-08-251-29/+29
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-4/+4
| | | | | | | | | | | | 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/
* Some control fixes and removed useless linesGilles Roudiere2017-08-191-1/+1
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* Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-131-1/+1
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* renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-1/+1
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-3/+3
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-100/+104
| | | | this might cause bugs I haven't found yet..
* Implemented scrolling factor for smooth trackpad scrollingtoger52017-05-071-2/+2
| | | | | Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
* 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 Linietsky2017-04-061-9/+9
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-528/+430
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-03-051-2/+2
| | | | | | 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.
* Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-56/+36
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-1/+1
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-3/+3
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* Type renames:Juan Linietsky2017-01-111-15/+15
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky2017-01-101-1/+0
| | | | container!
* PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky2017-01-081-1/+1
| | | | item_pressed, closes #3188
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-3/+3
| | | | renamed to PoolVector
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-3/+5
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* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-041-9/+9
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| * Use right handed coordinate system for rotation matrices and quaternions. ↵Ferenc Arn2017-01-031-9/+9
| | | | | | | | | | | | | | | | Also fixes Euler angles (XYZ convention, which is used as default by Blender). Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly. This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
* | -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-5/+5
|/ | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-9/+9
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Improve/fix GridMap editorPedro J. Estébanez2016-08-211-25/+22
| | | | | | | Fix cursor/palette update on tile eyedropping Fix editor not cleaning its state when becoming inactive, which leaves indicators behind among other issues Fix/improve menu/keyboard shortcuts Merge 'Gridmap Editor' and 'Grid Map' settings into the latter
* Changed how min/max icon size in ItemList works and replaced it by a fixed ↵Juan Linietsky2016-06-121-1/+1
| | | | size. Fixes many issues, closes #4907
* GridMap: Fix backwards rotate hotkeys (#4498)Rémi Verschelde2016-05-011-3/+3
| | | Fixes #1237
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Added GridMap settings which allows the user to enter a pick distance.Peace Sells2015-07-091-2/+22
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* Fix for issue related to GridMap editorFranklin Sobrinho2015-06-231-3/+9
| | | | * closes #2102
* Small fixes for Grid/Tile map editor paletteFranklin Sobrinho2015-06-221-1/+1
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