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path: root/tools/editor/create_dialog.cpp
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-961/+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.
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-9/+9
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+1
| | | | | | | | | 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 Verschelde2017-01-141-1/+1
| | | | | 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.
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-1/+1
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky2017-01-101-2/+2
| | | | container!
* Made Variant::NIL printable as "Null". Please everyone be on the lookout of ↵Juan Linietsky2017-01-081-1/+4
| | | | bugs related to assigning an empty variant to a string, and expecting it to be not empty!
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-2/+2
| | | | differentiated than generalized _input
* 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 Linietsky2017-01-021-36/+36
| | | | | | | | 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!
* Added a generic AStar implementation to Godot.Juan Linietsky2016-09-131-0/+3
| | | | It's pretty fast, use it for games where Navigation does not cut it.
* Added favorites and recent history to create dialogJuan Linietsky2016-09-121-7/+314
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* Making bits of docs appear in different dialogues is made easier with ↵Juan Linietsky2016-08-231-1/+22
| | | | EditorHelpBit
* removed extra printJuan Linietsky2016-08-061-1/+1
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* Reverted printable null object, seems to cause bugs around and not sure why.Juan Linietsky2016-08-061-0/+4
| | | | Will have to check better, likely for 3.0
* Hide editor types from create node dialog, closes #3263Juan Linietsky2016-07-211-0/+3
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* Add icon for root node in Create DialogGeorge Marques2016-07-181-0/+3
| | | | Close #5766
* Fix custom types showing on wrong dialogsFranklin Sobrinho2016-07-101-6/+8
| | | | * The custom types are visible when the dialog is shown
* Add subsequence search to toolsGeorge Marques2016-06-121-3/+3
| | | | | | | | | Add it to the following searches: - Create node. - Scene tree. - Inspector properties. - Classes list in help. - Quick open.
* The create dialog starts collapsed now.Warlaan2016-06-041-0/+13
| | | | The original behavior can be reactivated in the editor settings.
* Added classes' short descriptions as tooltips in the create dialog.Warlaan2016-06-021-0/+4
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* Changed import workflowJuan Linietsky2016-05-271-0/+9
| | | | | | | | | | | | | | | | -Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
* i18n: Second pass at proofreadingRémi Verschelde2016-05-211-4/+4
| | | | | Mostly removing commented out strings, plus a few critical ones that should not be translated.
* i18n: Proofreading of all stringsRémi Verschelde2016-05-211-2/+2
| | | | | | 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 Linietsky2016-05-031-8/+8
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* remove trailing whitespaceHubert Jarosz2016-03-091-41/+41
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* Completed the support for plugins! It is not possible to add plugins.Juan Linietsky2016-02-271-1/+28
| | | | | | Not all APIs are provided yet, please request whathever you are missing. Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings. Have fun!
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-2/+2
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* missing changesJuan Linietsky2015-06-141-0/+5
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* 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
* Changed GUI text to better match actionLuke Picciau2014-09-241-1/+1
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* -run script in editorJuan Linietsky2014-02-201-0/+2
| | | | | -add search docs dialog that returns places string was found -added flash
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+555