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path: root/tools/editor/editor_dir_dialog.cpp (follow)
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-276/+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 Braam2017-02-131-4/+4
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-0/+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 Linietsky2017-01-131-2/+2
| | | | | | 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!
* 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 Linietsky2017-01-021-4/+4
| | | | | | | | 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 crash when select target path on import 3d scene windowvolzhs2016-11-141-1/+1
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* Select newly created folder on Directory dialogvolzhs2016-09-061-7/+7
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* Fix some bugs in diraccess, closes #5288Juan Linietsky2016-06-301-1/+7
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* Fixed signal connection prints when moving docks, issue 5498Paulb232016-06-301-2/+8
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* -Do not ask about overwriting when opening a script in the wizard, but still ↵Juan Linietsky2016-06-181-0/+15
| | | | | | show complaint about existing. Closes #4545 -Fixed a crash in EditorDirDialog
* update EditorDirDialog on external change, closes #4629Juan Linietsky2016-06-181-0/+7
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* Modified editor strings to be translatable in the futureJuan Linietsky2016-05-031-6/+6
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* FileDialog: reset mkdir label after use (#4500)Rémi Verschelde2016-05-011-0/+1
| | | Closes #1686.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Implement double-click on remaining dialogsFranklin Sobrinho2015-12-141-6/+11
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* new file dialog!Juan Linietsky2015-06-061-5/+12
| | | | | | | | | -ItemList control for easier lists/thumbnails -New file dialog, with support for thumbnails, favorites, recent places, etc -Moved .fscache out of the project, no more bugs due to committed/pulled .fscache! -Dir dialog now sorts directories
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* New option to show/hide hidden filesrollenrolm2015-03-211-5/+17
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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
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+216