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path: root/tools/editor/multi_node_edit.h (follow)
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-65/+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.
* Implement single-field property change for multinode editPedro J. Estébanez2017-03-021-0/+4
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* 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!
* -Setting script in multi node edit works, closes #4442Juan Linietsky2016-06-191-0/+1
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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.
* Multiple, simultaneous node editing spuport!!Juan Linietsky2015-08-251-0/+32
..but will you be brave enough to try it? :)