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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-0521-11314/+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.
* Complete the globals.h -> global_config.h conversionBojidar Marinov2017-02-233-3/+3
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* Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky2017-02-193-3/+3
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* Reorder the folders in tools to prepare moving tools/editorRémi Verschelde2017-02-091-1/+1
| | | | | | | | | - `certs` and `editor_fonts` go to `thirdparty` - `dist` and `scripts` go to a new `misc` folder - `collada` and `doc` go to `tools/editor` The next step will be to rename `tools/editor` to `editor` directly, but this will be done at the right time to avoid breaking too many PRs.
* Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.xJuan Linietsky2017-02-041-1/+1
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* Scene import more or less working, needs some missing features.Juan Linietsky2017-02-042-2519/+0
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* Lot of work in new importer, importing textures now works.Juan Linietsky2017-02-011-0/+5
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* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-2516-15/+34
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* Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-162-2/+2
| | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-1611-3/+67
| | | | | | | | | 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).
* Oops! Audio engine has vanished :DJuan Linietsky2017-01-154-3/+9
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* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-2/+2
| | | | added a check to detect this case in the future
* Style: Fix whole-line commented codeRémi Verschelde2017-01-147-118/+144
| | | | | 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.
* rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-149-34/+34
| | | | String.get_basename()
* some class renamesJuan Linietsky2017-01-121-1/+1
| | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
* Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky2017-01-121-3/+3
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* Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky2017-01-111-1/+1
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* Type renames:Juan Linietsky2017-01-111-2/+2
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky2017-01-107-8/+8
| | | | container!
* Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky2017-01-101-1/+1
| | | | | | | | | being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-077-89/+89
| | | | renamed to PoolVector
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-053-7/+7
| | | | | | | | 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
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-042-11/+11
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-0217-85/+85
| | | | | | | | 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 Verschelde2017-01-026-135/+147
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * work in progress global illuminationJuan Linietsky2016-12-202-5/+14
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| * Blend shapes using transform feedback (GPU)Juan Linietsky2016-11-241-11/+17
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| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-1/+1
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| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-273-40/+40
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-036-99/+96
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-0120-20/+20
| | | | | | | | | | | | | | | | 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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* | Fixed flag for importing animation and skipping value tracks.Saracen2016-11-033-44/+51
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* | style: Fix PEP8 whitespace issues in Python filesRémi Verschelde2016-11-011-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
* | Merge pull request #6850 from akien-mga/pr-scsub-shebangRémi Verschelde2016-10-171-0/+2
|\ \ | | | | | | SCsub: Add python shebang as a hint for syntax highlighting
| * | SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-171-0/+2
| |/ | | | | | | Also switch existing shebangs to "better" /usr/bin/env python.
* / Add option for root node name on Import 3D scene windowvolzhs2016-10-151-2/+18
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* Respect texture .flags files on exportPedro J. Estébanez2016-09-302-19/+36
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* Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky2016-09-103-5/+6
|\ | | | | Fix some more warnings
| * Fix various warningsJohan Manuel2016-08-133-5/+6
| | | | | | | | | | | | The warnings fixed were about things like unused variables, misleading indentation, missing default cases in switches and better grouping of conditions in if statements.
* | check "disable_filter" option for backward compatibilityvolzhs2016-08-281-0/+3
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* | Change "Disable Filter" to "Enable Filter" on Font Import windowvolzhs2016-08-231-10/+10
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* Turn some prints to error logs, remove othersRémi Verschelde2016-07-241-1/+0
| | | | Fixes #5876 in passing.
* Revert "Change default extension to .tscn when import 3d scene"Rémi Verschelde2016-07-181-1/+3
| | | | | Also adds a comment as to why this extension should not be changed. This commit reverts edf7082326526d76bfda095daa99e56317e30803.
* Change default extension to .tscn when import 3d scenevolzhs2016-07-181-1/+1
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* Remove some noisy debug printsRémi Verschelde2016-07-171-2/+0
| | | | Part of #5031
* Removes AnimationPlayer renaming on import.Saracen2016-07-131-1/+0
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* properly generate tangents only upon request, closes #5580Juan Linietsky2016-07-091-1/+1
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* Remove unused variables (third pass) + dead codeRémi Verschelde2016-07-075-26/+2
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable