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path: root/tools/editor/editor_node.cpp
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* fix a compile errorJuan Linietsky2015-05-181-1/+1
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* -changed some copyrights to 2015Juan Linietsky2015-05-171-2/+2
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* properly save external resources, fixes #1924Juan Linietsky2015-05-171-31/+54
| | | | added API to get scancode names to OS
* fixed crash on make resources unique menu option, fixes #1874Juan Linietsky2015-05-111-1/+1
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* Merge pull request #1738 from jackmakesthings/masterJuan Linietsky2015-05-031-0/+1
|\ | | | | Updating demo engine.cfgs where name is missing
| * issue #1715 - menu separatorjack2015-04-251-0/+1
| | | | | | There was a request for a separator between Open Scene and Save Scene to avoid accidental mis-clicks. So here's that!
* | fix quit bug on linux when using alt-f4, fixes #1677Juan Linietsky2015-04-261-1/+6
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* -Many fixes and demo for RichTexLabelJuan Linietsky2015-04-211-1/+1
| | | | -Proper ability to edit BBCode in RTL.
* -Changed Godot exit to be clean.Juan Linietsky2015-04-201-8/+13
| | | | | -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
* 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 Sobrinho2015-04-081-33/+33
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* crash bug solved, fixes #1560Juan Linietsky2015-03-231-1/+1
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* android fixes, please testJuan Linietsky2015-03-231-0/+1
| | | | (can' t build android atm)
* New option to send canvas to render bufferJuan Linietsky2015-03-161-0/+5
| | | | | allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D.
* support for 2D shadow castersJuan Linietsky2015-03-021-0/+2
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* New Navigation & Pathfinding support for 2DJuan Linietsky2015-02-141-0/+9
| | | | | | | -Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)
* Merge pull request #1346 from Nulifier/import-pluginJuan Linietsky2015-02-111-10/+30
|\ | | | | Added the ability to add and remove editor import plugins.
| * Added get_gui_base to the EditorNode class to allow for import plugins to ↵Jeffrey Steward2015-02-101-1/+1
| | | | | | | | | | | | create centered Popups. This is the function used by all the built-in import plugins. Without this, the only alternative is to add it to the EditorNode itself which messes up auto-centering and sizing.
| * Added the ability to add and remove editor import plugins.Jeffrey Steward2015-02-091-10/+30
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* | Merge pull request #1243 from NateWardawg/ChangeRunSceneToRunProjectJuan Linietsky2015-02-091-1/+1
|\ \ | | | | | | Changed the "Start the scene (F5)." tooltip to say "Play the project (F5)."
| * | Changed the "Start the scene (F5)." tooltip to say "Play the project (F5)."Nathan Warden2015-01-161-1/+1
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* | | Show a confirmation for the revert action.Felix Laurie von Massenbach2015-01-271-1/+8
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* | | Move the Revert Scene menu item to be less intrusive.Felix Laurie von Massenbach2015-01-261-2/+2
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* | | Add a revert menu item.Felix Laurie von Massenbach2015-01-251-0/+14
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* | Visual Shader Editing for 2DJuan Linietsky2015-01-201-1/+2
| | | | | | | | Editing 2D shaders with visual editor seems to work now.
* | New iteration of the themeRalf Hölzemer2015-01-151-3/+3
| | | | | | | | | | | | | | | | - try to implement ndee's mockup from the forum - new color palette - get rid of most gradients probably needs some more tweaks
* | New neutral default themeRalf Hölzemer2015-01-151-3/+3
|/ | | | | | - desaturated UI elements to grey - desaturated all near-white icons to grey - changed some hardcoded colors
* 2D shader progressreduz2015-01-111-1/+2
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* fix little mistake that made the project run each saveMaximillian2015-01-061-1/+0
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* Prompt save dialog if running a unsaved scene. Solution for #966Maximillian2015-01-061-5/+24
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* -Completely removed EmptyControl (but added fallback), closes #1017Juan Linietsky2015-01-031-8/+8
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* -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-1/+3
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* Small batch of fixesJuan Linietsky2014-12-151-1/+1
| | | | | | | -=-=-=-=-=-=-=-=-=-= -Fixed looping error in AudioStreamResampled -winrt port progress -fixes in material in ambient light
* Batch of BugfixesJuan Linietsky2014-12-071-0/+2
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-14/+14
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* Bug FixesJuan Linietsky2014-11-021-2/+45
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* Little BitsJuan Linietsky2014-10-121-0/+4
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* Build System ChangesJuan Linietsky2014-10-071-105/+0
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= Build System: -Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions). -Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test. Engine: -Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time). -Added ability to open scenes even if a node type was removed (will try to guess the closest type). -Removed deprecated node types.
* Merge pull request #317 from sanikoyes/hotfix-Export-translationJuan Linietsky2014-09-171-0/+2
|\ | | | | Fix export translation(can't save pot file)
| * Fix export translation(can't save pot file)sanikoyes2014-04-231-0/+2
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* | CollisionPolygon (3D)Juan Linietsky2014-09-161-0/+2
| | | | | | | | Workaround for round() on PC.
* | Small Issues & MaintenanceJuan Linietsky2014-08-011-0/+3
| | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
* | Polygon2DJuan Linietsky2014-07-071-1/+4
| | | | | | | | | | | | | | | | | | -=-=-=-=- Another gift for those who make 2D games: -Edit polygons, concave or convex, color them, texture them and uv-map them -Corresponding editor -Can have a custom pivot, so they are compatible with bones and IK
* | Fixed when opening sub-scene by pressing sub-scene icon in scene tree, tab ↵marynate2014-06-301-2/+2
| | | | | | | | changed to script tab
* | Fix ERROR: FileAccessWindows::_get_modified_time: Method/Function Failed on ↵marynate2014-06-301-0/+2
| | | | | | | | windows due to accessing modifiled time of internal resource when editor gaining focus
* | Misc FixesJuan Linietsky2014-06-271-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* | Import 3D Scene ImprovementsJuan Linietsky2014-06-191-0/+28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=- -If re-importing from the "dependency changed" dialog, edited scene will keep the local changes. -Imported scene will keep track of changes in the source asset -Geometry changes in source geometry or nodes with a different transform will be updated. -Materials will be kept if changed locally. -New nodes added will be kept -If nodes were reparented or renamed, they will still keep track -Deleted notes will be restored, use the -noimp option to avoid this. -In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import. -Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh. Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time. So Please test!!
* | More 3D WorkJuan Linietsky2014-06-161-1/+1
| | | | | | | | | | | | | | | | -=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
* | More 3D ImprovementsJuan Linietsky2014-05-291-3/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
* | Merge pull request #410 from marynate/PR-hotkey-quit-to-pmreduz2014-05-201-1/+1
|\ \ | | | | | | Resolve issue #406 by adding hotkey for "quit to project manager"