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path: root/tools/editor/editor_plugin_settings.h (follow)
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-62/+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.
* 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!
* Drop empty files that are not used anywhereRémi Verschelde2016-06-181-1/+0
| | | | Part of #5272
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* Completed the support for plugins! It is not possible to add plugins.Juan Linietsky2016-02-271-0/+35
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!