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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-890/+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.
* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-3/+0
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-3/+3
| | | | | 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.
* Type renames:Juan Linietsky2017-01-111-6/+6
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky2017-01-101-1/+1
| | | | container!
* PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky2017-01-081-1/+1
| | | | item_pressed, closes #3188
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-1/+1
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-20/+20
| | | | | | | | 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!
* ConnectionDialog: Don't allow connecting to a Node without a script if ↵Andreas Haas2016-10-041-0/+8
| | | | | | | target method is invalid. Shows a warning now. Fixes #6656
* Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky2016-08-061-1/+1
| | | | support, but VisualScript should be more or less done!
* Perform connect when double click a node on connecting signal windowvolzhs2016-07-151-0/+1
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* i18n: Improve a couple English stringsRémi Verschelde2016-06-201-1/+1
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* Merge pull request #5165 from neikeq/pr-issue-5116Juan Linietsky2016-06-131-0/+49
|\ | | | | ConnectionsDock: Double click to create and go to signal connection
| * ConnectionsDock: Double click to create and go to signal connectionIgnacio Etcheverry2016-06-121-0/+49
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* | Rewrote ConnectionsDialog to use containers, should work fine on HiDPI, ↵Juan Linietsky2016-06-111-70/+28
|/ | | | closes #5608
* Created a NodeDock with signals and groupsJuan Linietsky2016-06-041-1/+6
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* Signals became a tabJuan Linietsky2016-06-031-42/+44
| | | | added icons to contextual scene tree menu
* i18n: Second pass at proofreadingRémi Verschelde2016-05-211-5/+5
| | | | | Mostly removing commented out strings, plus a few critical ones that should not be translated.
* i18n: Proofreading of all stringsRémi Verschelde2016-05-211-3/+3
| | | | | | Done to ensure that no important identifiers are translatable, to fix compound strings using the new vformat() function, and some general English proofreading here and there.
* Modified editor strings to be translatable in the futureJuan Linietsky2016-05-031-27/+27
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* remove trailing whitespaceHubert Jarosz2016-03-091-60/+60
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* -Fixes a bunch of stdout errors, closes #2763 closes #2731Juan Linietsky2016-01-231-2/+5
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Add ability to set oneshot connection from EditorFranklin Sobrinho2015-11-231-4/+15
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* fix connection dialog bugJuan Linietsky2015-06-241-2/+2
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* added ability to define signals in scriptJuan Linietsky2015-06-241-46/+102
| | | | closes #2175
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Changed popup_centered by popup_centered_minsize in editor dialogsFranklin Sobrinho2015-04-081-1/+1
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* Area2D can now detect overlap with other areasJuan Linietsky2015-03-171-1/+10
| | | | this should make everything simpler, specially for newcomers to Godot
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+791