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path: root/scene/gui/graph_edit.cpp (follow)
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-6/+6
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-7/+7
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-39/+42
| | | | this might cause bugs I haven't found yet..
* Merge pull request #8631 from volzhs/editor-theme-customRémi Verschelde2017-05-201-2/+2
|\ | | | | New customizable editor theme
| * Revert "Add new editor and default theme (WIP)"volzhs2017-05-031-2/+2
| | | | | | | | This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
* | Implemented scrolling factor for smooth trackpad scrollingtoger52017-05-071-0/+12
|/ | | | | Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
* Add new editor and default theme (WIP)Daniel J. Ramirez2017-04-271-2/+2
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-10/+10
| | | | | | | | 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 Verschelde2017-03-051-468/+392
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-28/+28
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-1/+1
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* Added a list of signals to rename, this should become a header eventuallyJuan Linietsky2017-01-121-1/+1
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* -All types have editable script now in propertiesJuan Linietsky2017-01-091-2/+1
| | | | -Changed clip to a property in Control which can be set by the user
* -removed stop mouse and ignore mouse from control, which were confusing, ↵Juan Linietsky2017-01-081-3/+3
| | | | replaced by mouse filter
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-2/+2
| | | | differentiated than generalized _input
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-13/+13
| | | | | | -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 Linietsky2017-01-021-28/+28
| | | | | | | | 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!
* Fix GraphEdit connection wire when resizing GraphNodevolzhs2016-10-151-0/+1
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* Fix GraphEdit connection wire when zoom in/outvolzhs2016-10-131-5/+6
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* Fix GraphEdit grab random node when delete or deselect by clicking empty spacevolzhs2016-10-051-4/+6
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* Better snapping for graph ports, closes #6394Juan Linietsky2016-09-061-4/+8
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* Connection hints when connecting to empty space.Juan Linietsky2016-09-031-1/+7
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* More visual script improvementsJuan Linietsky2016-08-301-52/+109
| | | | | | -Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
* More visual script workJuan Linietsky2016-08-251-0/+12
| | | | | | | | | -Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts
* Proper function/property selection in visual script editing for property.Juan Linietsky2016-08-231-0/+6
| | | | This one has an ordered list, built-in description, search, etc.
* prettier connections for graph editJuan Linietsky2016-08-231-51/+129
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* Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky2016-08-061-1/+23
| | | | support, but VisualScript should be more or less done!
* VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky2016-08-051-0/+6
| | | | profiler yet.
* Concluded base visual scripting! can edit but not run though.Juan Linietsky2016-08-041-5/+120
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* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2016-08-021-1/+4
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| * Fix GraphEdit dragging issues at scales != 1Rémi Verschelde2016-07-261-1/+4
| | | | | | | | | | Works around the issue originally described in #5907 (that was then hijacked to describe the broader issue it exposes).
* | WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-7/+106
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* Remove unused variables (third pass) + dead codeRémi Verschelde2016-07-071-1/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* 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.
* fix two reading uninitialized pointersHubert Jarosz2016-03-091-1/+1
| | | | | | fixed in: tools/editor/project_settings.cpp scene/gui/graph_edit.cpp
* -Cleaned up GraphEdit, also fixes #3568Juan Linietsky2016-02-081-28/+78
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* -Forgot to add clips input to graphedit, fixes #3420Juan Linietsky2016-01-231-0/+7
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* Add a slider to handle zoomMarianoGNU2016-01-181-2/+20
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* Add zoom to GraphEditMarianoGNU2016-01-181-8/+61
| | | | | | Also fix some responsiveness issues: -Box selection no longer visible when connecting. -Allow cancel connection with mouse's right button.
* New shader nodes are now created under (more or less) the cursor.Ovnuniarchos2016-01-181-2/+5
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* Delete selected nodes with the Delete keyMariano Javier Suligoy2015-07-261-0/+7
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* Duplicate GraphNode(s) [Control+D]Mariano Javier Suligoy2015-07-251-1/+9
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* Box selection for GraphNodesMariano Javier Suligoy2015-07-241-8/+83
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* Fix tab indentMariano Javier Suligoy2015-07-201-442/+442
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* Select and move multiple nodes at onceMariano Javier Suligoy2015-07-191-368/+457
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* Use popup menu to add new nodes to the shader graph editor in the last ↵Mariano Javier Suligoy2015-07-161-3/+11
| | | | clicked location.
* Fixes to GraphEdit:Juan Linietsky2015-01-081-4/+23
| | | | | | | | -Working area is bigger now, solves #1148 -Using Position now works, fixes #1141 -RGB ops now work, fixes #1139 -Missing bindings to GraphEdit and GraphNode added -Shader Graph Editor Shows errors on cyclic links and missing connections