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path: root/tools/editor/editor_resource_preview.cpp (follow)
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-439/+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.
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-5/+5
| | | | | | 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).
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-2/+2
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-10/+10
| | | | | | | | 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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-0/+2
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Some BRDF fixesJuan Linietsky2016-12-211-0/+2
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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!
* -Added way to generate resource previews from script plugin.Juan Linietsky2016-09-101-0/+42
| | | | -Updated documentation
* Cleaned up preview generation thread, fixes #5499Juan Linietsky2016-07-091-62/+70
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* Fix the +1 button to insert keyframes in Sprite and Sprite3D, closes #5422Juan Linietsky2016-07-061-1/+1
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* Only allow built-in scripts to be edited when the scene they belong to is ↵Juan Linietsky2016-07-061-1/+1
| | | | loaded, closes #5403
* Revert "Fix return type for EditorResourcePreview::check_for_invalidation"Rémi Verschelde2016-07-051-1/+1
| | | | | This reverts commit 716dfa67a3c5a0a38205179c01676e05a718d244, since it was later fixes differently with c6b55e45e9256bb41b2d045d8c61d1946de881b1...
* added missing return valueJuan Linietsky2016-07-041-0/+2
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* Fix return type for EditorResourcePreview::check_for_invalidationRémi Verschelde2016-07-041-1/+1
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* Added proper resource preview cache invalidation, fixes #5342Juan Linietsky2016-07-031-0/+34
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* 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.
* fix error when open scene or switch to another scenevolzhs2016-06-011-1/+1
| | | | | | | | | ## Error message on console ## ``` no access to ID:18723 ERROR: FileAccessWindows::_get_modified_time: Method/Function Failed, returning: 0 At: drivers\windows\file_access_windows.cpp:251 ```
* -Some fixes to OSX retina scaling for window functionsJuan Linietsky2016-05-301-1/+3
| | | | -Implemented HiDPI detection and support for Godot Editor!
* Changed import workflowJuan Linietsky2016-05-271-17/+76
| | | | | | | | | | | | | | | | -Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
* -fixed many memory initialization issuesJuan Linietsky2015-06-061-2/+3
| | | | | -fixed deadlock on previews thread -fixed compilation errors on unix
* new file dialog!Juan Linietsky2015-06-061-12/+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
* work in progress, resource previewsJuan Linietsky2015-05-311-0/+260