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* Entirely new (and much improved) animation editor.Juan Linietsky2018-06-071-0/+1
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* Merge pull request #18928 from BastiaanOlij/fix_viewport_flagsRémi Verschelde2018-05-161-0/+1
|\ | | | | Store flags so it isn't lost when viewport isn't setup yet
| * Store flags so it isn't lost when viewport isn't setup yetBastiaan Olij2018-05-161-0/+1
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* | Merge pull request #15119 from poke1024/visible-subwindowsJuan Linietsky2018-05-081-1/+6
|\ \ | |/ |/| More efficient subwindow handling
| * More efficient subwindow handlingBernhard Liebl2017-12-281-1/+6
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* | Added option to viewport to keep linear colorBastiaan Olij2018-05-061-0/+4
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* | Improve popup menus usabilityPedro J. Estébanez2018-04-071-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal. This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item. This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature. This improves UX a bit by saving unnecessary clicks. From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
* | Remove obsolete Viewport _update_rect() codeRémi Verschelde2018-01-181-9/+0
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* | Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-1/+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!
* Removed the InputEvent ID field, which was unused and can cause bugs.Juan Linietsky2017-12-261-1/+0
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* -Implemented Proxy Textures (needed to solve the problem with ViewportTexture)Juan Linietsky2017-12-041-0/+2
| | | | -Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
* Restored auto snapping of controls to pixels, fixes #10847 and probably ↵Juan Linietsky2017-09-071-0/+6
| | | | several more issues. Made it optional in the project settings but defaults to true.
* Exposed new ClearMode function to Viewport clases, closes #9995Juan Linietsky2017-08-311-4/+11
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Adding base classes and structures for ARVR supportBastiaanOlij2017-07-281-0/+5
| | | | | | Added ArVrScriptInterface Added ARVRCamera, ARVRController and ARVROrigin helper objects
* -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-161-3/+0
| | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* Restored multiple viewport function, as well as view modes.Juan Linietsky2017-06-111-0/+27
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* -Restored multithread capability to VisualServerJuan Linietsky2017-06-091-0/+15
| | | | -Restored resource previews!
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-8/+8
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+1
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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 Verschelde2017-03-051-89/+68
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Ability to delete, drag and drop audio buses!Juan Linietsky2017-01-231-0/+2
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* 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
* Type renames:Juan Linietsky2017-01-111-11/+11
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* - _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky2017-01-101-0/+1
| | | | | | | use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
* Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky2017-01-101-5/+15
| | | | | | | | | being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
* 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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-41/+83
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * WIP particle systemJuan Linietsky2017-01-011-2/+20
| | | | | | | | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-2/+22
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| * -Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky2016-10-051-13/+11
| | | | | | | | | | | | | | GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-34/+40
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | 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!
* Restore viewport set_world_2d functionalityFabio Alessandrelli2016-09-141-0/+2
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* Fix Viewport.get_mouse_pos() for specific situations, closes #1885Juan Linietsky2016-09-101-0/+2
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* Only allow built-in scripts to be edited when the scene they belong to is ↵Juan Linietsky2016-07-061-0/+1
| | | | loaded, closes #5403
* Figured out a way to fix event propagation for shortcuts and some other ↵Juan Linietsky2016-06-271-0/+1
| | | | cases so they properly stop shortcuts if a modal window is open, closes #4848
* Merge pull request #4101 from SaracenOne/listenerJuan Linietsky2016-06-061-3/+14
|\ | | | | Added New Listener Spatial Node.
| * Added listener spatial node.Saracen2016-03-201-3/+14
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* | -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+2
| | | | | | | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* | -begun implementing drag & drop editor wideJuan Linietsky2016-05-111-0/+2
|/ | | | | | -filesystem dock dnd support -property list dnd support -scene tree dnd support
* remove trailing whitespaceHubert Jarosz2016-03-091-3/+3
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* -Fix crash opening and closing the scene, closes #3491Juan Linietsky2016-01-311-1/+5
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* -Changed how popups work in Viewport to make them a lot less invasive to the ↵Juan Linietsky2016-01-251-1/+2
| | | | scene tree
* -Some fixes to drag and drop and canvas offset for GUI that were introduced ↵Juan Linietsky2016-01-191-2/+2
| | | | after rewrite
* -fixed bug related to mouse cursor changes, fixes #3366Juan Linietsky2016-01-181-0/+3
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* -Moved all the "root" input handling for GUI from individual Controls to ↵Juan Linietsky2016-01-161-0/+91
| | | | | | | | Viewport. -Should fix several reported bugs when controls don't have a common parent This may have added new bugs, so please report if so!