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path: root/scene/gui/scroll_container.cpp (follow)
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* Entirely new (and much improved) animation editor.Juan Linietsky2018-06-071-2/+15
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* -New inspector.Juan Linietsky2018-05-151-1/+15
| | | | | | | -Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) -
* Use internal physics processing for Nodes' internal logicRémi Verschelde2018-04-111-3/+3
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* Make BaseButton not emit press when container is scrolledRuslan Mustakov2018-04-091-23/+49
| | | | | | | | | This fixes the problem described in #13996 in a proper way. This also adds "deadzone" property to ScrollContainer. It can be used on mobile, where taps are not as precise as mouse clicks. Player could slightly move their finger when tapping, in which case we still want the button to be pressed rather than the container to be scrolled.
* doc: Replace some more "val" with "value" + syncRémi Verschelde2018-01-171-2/+2
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* Bind many more properties to scriptsBojidar Marinov2018-01-121-2/+4
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* 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!
* Fix scroll enabled in case of content fit in scroll containerKonstantin Zaitsev2017-12-061-0/+2
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* Native pan and zoom for macOSBernhard Liebl2017-11-211-0/+11
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* Small arrangement in ScrollContainer.Michael Alexsander Silva Dias2017-11-131-3/+2
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-11/+11
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-3/+3
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* 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 Braam2017-08-241-3/+3
| | | | | | | | | | | | 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/
* Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-131-2/+2
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-2/+2
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-80/+76
| | | | this might cause bugs I haven't found yet..
* Implemented scrolling factor for smooth trackpad scrollingtoger52017-05-071-9/+21
| | | | | 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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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-168/+140
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-11/+11
| | | | | | 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 Braam2017-02-131-2/+2
| | | | This saves typing and is a step towards fixing #56
* Fix #7011 ScrollContainer takes into account child's EXPAND flag when ↵Pawel Kowal2017-02-021-2/+2
| | | | | | scrolling is enabled (cherry picked from commit e9316a009e08e8fe9aa961a0ccef2a77ba7133fc)
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-10/+10
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* -All types have editable script now in propertiesJuan Linietsky2017-01-091-2/+24
| | | | -Changed clip to a property in Control which can be set by the user
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-5/+5
| | | | differentiated than generalized _input
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-20/+21
| | | | | | -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 Linietsky2017-01-021-11/+11
| | | | | | | | 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()
* Merge pull request #7376 from volzhs/scroll-horizontalRémi Verschelde2017-01-021-6/+14
|\ | | | | Scroll horizontally with mouse wheel when horizontal enabled only
| * Scroll horizontally with mouse wheel when horizontal enabled onlyvolzhs2016-12-271-6/+14
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* | 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 ScrollContainer cannot scroll when scroll bar is hiddensanikoyes2016-09-131-2/+2
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* ScrollContainer expand children bug fixPawel Kowal2016-07-271-2/+2
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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
* -Made editor support SSL certs by default (embedded them)Juan Linietsky2016-03-121-1/+37
| | | | | | | | | -Made asset sharing support https -Many fixes to HTTPRequest -Added an asset installer dialog -Visual cleanups to asset sharing tab -Fixed some issues in ScrollContainer, hope it does not break things -Asset sharing tab is not visible (hidden on purpose) for now.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Fixed a bug in scrollcontainer not respecting expand flagJuan Linietsky2015-10-251-1/+9
| | | | | If you relied on this, make sure the children of your scrollcontainer is set to expand with the expand flag in either vertical or horizontal axis
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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 Linietsky2014-06-191-1/+1
| | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=- -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!!
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+427