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path: root/scene/gui/scroll_bar.cpp
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* Use internal physics processing for Nodes' internal logicRémi Verschelde2018-04-111-8/+8
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* Add two new default actions ui_end, ui_homeFabio Alessandrelli2018-02-231-13/+4
| | | | Used by Slider and Scrollbar
* Scrollbar now uses UI actions instead of keysFabio Alessandrelli2018-02-231-31/+26
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* Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵Juan Linietsky2018-01-121-4/+4
| | | | | | of tree notification. Updated doc accordingly.
* 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!
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-14/+14
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* Fixed scrollbar jitter when clickingPaulb232017-09-241-1/+1
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* Fix smooth scrolling in ScrollBarvolzhs2017-09-181-4/+4
| | | | fixes #11369
* Dead code tells no talesRémi Verschelde2017-08-271-132/+2
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-2/+2
| | | | | | | | | | | | 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/
* Stops scrolling when the user issues another commandPaulb232017-08-221-2/+7
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* Added smooth scrolling to TextEditPaulb232017-08-191-3/+51
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* Scroll bars now look different on presskbake2017-08-121-1/+8
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-4/+4
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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 Linietsky2017-05-201-193/+187
| | | | this might cause bugs I haven't found yet..
* New customizable editor themevolzhs2017-05-091-11/+11
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-286/+233
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-5/+5
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-1/+1
| | | | This saves typing and is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-12/+22
| | | | | 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.
* Renamed button functions to be more verboes, same with Range unit value -> ratioJuan Linietsky2017-01-131-3/+3
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* Renamed most signals so they refer to:Juan Linietsky2017-01-121-4/+4
| | | | | -An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-7/+7
| | | | differentiated than generalized _input
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-18/+18
| | | | | | -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 Linietsky2017-01-021-5/+5
| | | | | | | | 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 scroll bar moving in AnimationPlayer editorvolzhs2016-11-281-1/+1
| | | | Fix #7196
* remove trailing whitespaceHubert Jarosz2016-03-091-162/+162
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Fixes from source code analyzizer, closes #1768Juan Linietsky2015-05-011-8/+8
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-8/+8
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* Import 3D Scene ImprovementsJuan Linietsky2014-06-191-14/+214
| | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=- -If re-importing from the "dependency changed" dialog, edited scene will keep the local changes. -Imported scene will keep track of changes in the source asset -Geometry changes in source geometry or nodes with a different transform will be updated. -Materials will be kept if changed locally. -New nodes added will be kept -If nodes were reparented or renamed, they will still keep track -Deleted notes will be restored, use the -noimp option to avoid this. -In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import. -Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh. Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time. So Please test!!
* FineTune HDR and Other StuffJuan Linietsky2014-06-171-0/+43
| | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- -More parameters to ESM shadows -LightMap Octree now can bake to "hdr" (use HDR8 for now) -New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+602