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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-432/+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 Braam2017-02-131-23/+23
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-27/+0
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* WIP new AudioServer, with buses, effects, etc.Juan Linietsky2017-01-211-5/+5
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* 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).
* Add a API to add/remove items to the "Tools" menuFranklin Sobrinho2017-01-151-0/+22
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* 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
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-8/+8
| | | | differentiated than generalized _input
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-41/+41
| | | | | | | | 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()
* Exposing edit_resource method of EditorNode in the EditorPlugin (#7355)Bruno Ortiz2017-01-021-0/+6
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* 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!
* Merge pull request #6525 from vnen/plugin-bottom-show-hideRémi Verschelde2016-09-181-0/+13
|\ | | | | Expose bottom panel show/hide for plugins
| * Expose bottom panel show/hide for pluginsGeorge Marques2016-09-171-0/+13
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* | Add a function to plugin get the main screen parentGeorge Marques2016-09-161-0/+6
|/ | | | | - Fix a bug where the main screen button did not disappear when the plugin was deactivated.
* -Added bindings to the resource filesystem for editorJuan Linietsky2016-09-101-0/+5
| | | | -Added set_child_rect, which was unavailable for script
* Made it possible to properly draw over the 2D canvas for 2D objects. ↵Juan Linietsky2016-09-101-4/+18
| | | | Arranged some functions to achieve this.
* -Added way to generate resource previews from script plugin.Juan Linietsky2016-09-101-0/+7
| | | | -Updated documentation
* Add API for inspecting objects from EditorPlugin, as requested in one of the ↵Juan Linietsky2016-09-101-0/+5
| | | | comments of #6254
* Expose additional functions for the EditorPlugin classFranklin Sobrinho2016-08-151-3/+25
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* Update documentation.MarianoGNU2016-07-241-1/+1
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* expose bottom panel button to EditorPlugin scriptsMarianoGNU2016-07-241-2/+2
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* Fix EditorPlugin::forward_spatial_input_event in GDScripts addonsFranklin Sobrinho2016-07-041-0/+1
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* -Improve resource previewsJuan Linietsky2016-05-231-0/+8
| | | | -Also fixed draw_texture_rect() tile parameter
* Adds EditorPlugin::remove_control_from_bottom_panel()Zher Huei Lee2016-02-281-2/+10
| | | | | | Also renames `add_control_to_bottom_dock` to `add_control_to_bottom_panel` so that it would be clear that the removal functions are different too.
* Completed the support for plugins! It is not possible to add plugins.Juan Linietsky2016-02-271-7/+72
| | | | | | 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 Linietsky2016-02-271-3/+27
| | | | but feedback welcome!
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Fix bug in EditorPlugin::add_custom_control, fixes #2567Franklin Sobrinho2015-10-041-0/+1
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* Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-0/+7
| | | | | | | | | | | -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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* 2D shader progressreduz2015-01-111-0/+6
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+238