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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-269/+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.
* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-3/+0
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+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 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 get_selected_nodes()Juan Linietsky2016-09-101-0/+2
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* save the editor state of the right scene instead of currentMarianoGNU2016-07-081-0/+1
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* Save all edited scenes when Runing (and auto-save is enabled). Fixes #4410MarianoGNU2016-07-081-3/+3
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* Drop empty files that are not used anywhereRémi Verschelde2016-06-181-1/+0
| | | | Part of #5272
* Enables the possibility of editing on multiple plugins at same time on same ↵hodes2016-04-021-0/+1
| | | | object type.
* Completed the support for plugins! It is not possible to add plugins.Juan Linietsky2016-02-271-0/+3
| | | | | | 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!
* First attempt at making a more useful EditorPlugin API. Still undocumented, ↵Juan Linietsky2016-02-271-0/+1
| | | | but feedback welcome!
* -Fixed revert scene, should work proprely now, fixes #2782Juan Linietsky2016-01-231-0/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -scenes are properly reloaded when a dependency changes, fixes #2896Juan Linietsky2015-12-131-0/+3
| | | | (it's clevery done so local changes to scenes are kept even if unsaved)
* -ability to change scripts in external editor and still have properties ↵Juan Linietsky2015-12-091-0/+1
| | | | reloaded in godot UI, fixes #3003
* -removed resources dock, good bye old friendJuan Linietsky2015-09-011-0/+7
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* Multiple, simultaneous node editing spuport!!Juan Linietsky2015-08-251-1/+1
| | | | ..but will you be brave enough to try it? :)
* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-0/+3
| | | | | | | | | | 1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
* QOL, script buttons in scene tabsJuan Linietsky2015-07-261-0/+1
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* -added icons for root node types on tabsJuan Linietsky2015-07-241-0/+1
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* Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-0/+44
| | | | | | | | | | | -ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+204