| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Refactoring: rename tools/editor/ to editor/ | Rémi Verschelde | 2017-03-05 | 1 | -355/+0 |
| | | | | | | | The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful. | ||||
| * | Finish renaming *Frame GUI classes to *Rect | Rémi Verschelde | 2017-01-14 | 1 | -1/+1 |
| | | | | | | ReferenceFrame had been overlooked, and the cpp files still used the old names. Also ripgrep'ed it all to find some forgotten references. | ||||
| * | New API for visibility in both CanvasItem and Spatial | Juan Linietsky | 2017-01-13 | 1 | -1/+1 |
| | | | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience | ||||
| * | some class renames | Juan Linietsky | 2017-01-12 | 1 | -1/+1 |
| | | | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect | ||||
| * | Add clamp and wrap loop modes for animation tracks. | Juan Linietsky | 2017-01-09 | 1 | -0/+3 |
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| * | renamed _input_event for GUI events to _gui_input, so it's more ↵ | Juan Linietsky | 2017-01-08 | 1 | -1/+1 |
| | | | | | differentiated than generalized _input | ||||
| * | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | 2017-01-02 | 1 | -1/+1 |
| | | | | | | | | | 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 Verschelde | 2017-01-01 | 1 | -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! | ||||
| * | Show a warning that an animation must be selected in order to edit it. Avoid ↵ | Juan Linietsky | 2016-07-22 | 1 | -0/+2 |
| | | | | | copying/pasting if no anim selected. Closes #5799 | ||||
| * | Added popup menu for animation key right-click | marcelofg55 | 2016-06-18 | 1 | -0/+9 |
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| * | remove trailing whitespace | Hubert Jarosz | 2016-03-09 | 1 | -1/+1 |
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| * | -Make sure to properly use node path from animation track as base path, ↵ | Juan Linietsky | 2016-01-31 | 1 | -1/+1 |
| | | | | | fixes #3448 | ||||
| * | Fix animation toolbar | Franklin Sobrinho | 2016-01-27 | 1 | -1/+1 |
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| * | -Massive editor dialog cleanup | Juan Linietsky | 2016-01-17 | 1 | -2/+2 |
| | | | | | -Added a bottom menu list | ||||
| * | Update copyright to 2016 in headers | George Marques | 2016-01-01 | 1 | -1/+1 |
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| * | -Display on animation editor which keys are invalid and which tracks are ↵ | Juan Linietsky | 2015-12-05 | 1 | -0/+8 |
| | | | | | | | unresolved -Added a tool to clean up unresolved tracks and unused keys | ||||
| * | Split up AnimationPlayer tracks editor `Tracks` button | eska | 2015-11-18 | 1 | -3/+5 |
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| * | -fix compile issue (pow) | Juan Linietsky | 2015-08-30 | 1 | -1/+5 |
| | | | | | -ask user for track to call nodes when adding call track | ||||
| * | improved animation editor | Juan Linietsky | 2015-05-25 | 1 | -4/+25 |
| | | | | | | | | | | -same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres | ||||
| * | Updated copyright year in all headers | Juan Linietsky | 2015-04-18 | 1 | -1/+1 |
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| * | -Completely removed EmptyControl (but added fallback), closes #1017 | Juan Linietsky | 2015-01-03 | 1 | -2/+2 |
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| * | 3D Import Import & UDP | Juan Linietsky | 2014-11-12 | 1 | -0/+6 |
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support. | ||||
| * | GODOT IS OPEN SOURCE | Juan Linietsky | 2014-02-09 | 1 | -0/+300 |
