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path: root/scene/gui/color_ramp_edit.cpp
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* renamed occurances of ColorRamp with GradientKarroffel2017-06-141-452/+0
| | | | ColorRamp got renamed to Gradient recently, reduz missed some occurances though.
* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-5/+5
| | | | Make the naming consistent with other classes.
* -Added .hdr format supportJuan Linietsky2017-05-281-9/+9
| | | | | | -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 Linietsky2017-05-201-14/+20
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+2
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-1/+1
| | | | | | | | 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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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-150/+142
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-2/+2
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-1/+1
| | | | added a check to detect this case in the future
* Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky2017-01-101-1/+1
| | | | container!
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-2/+2
| | | | differentiated than generalized _input
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-2/+2
| | | | | | | | 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!
* Fixed signal connection prints when moving docks, issue 5498Paulb232016-06-301-1/+3
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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* founded and fixed a bug that freezed godot when deleting while grabbing ↵krzycho2015-06-111-0/+2
| | | | color in ColorRamp
* ColorRamp new features:krzycho2015-06-111-0/+52
| | | | | - hold alt and left-click to duplicate color - hold shift while grabbing color node to snap selected one to the nearest one if close enough
* Replace color phases with color ramp for Particles2D.Biliogadafr2015-05-241-0/+368