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path: root/tools/editor/plugins/collision_polygon_editor_plugin.cpp
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-648/+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 Braam2017-02-131-3/+3
| | | | | | 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).
* PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky2017-01-081-1/+1
| | | | item_pressed, closes #3188
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-1/+1
| | | | differentiated than generalized _input
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-2/+2
| | | | renamed to PoolVector
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-1/+1
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-3/+3
| | | | | | | | 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 Verschelde2017-01-021-10/+13
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-10/+10
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-0/+3
| | | | | | | | | | | | | | | | -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 Verschelde2017-01-011-1/+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!
* Fix CollisionPolygon gizmo showing error icons instead of the 3d handlesFranklin Sobrinho2016-07-091-1/+1
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* Removed unused variables (second pass) + dead codeRémi Verschelde2016-07-071-2/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* i18n: Second pass at proofreadingRémi Verschelde2016-05-211-2/+2
| | | | | Mostly removing commented out strings, plus a few critical ones that should not be translated.
* Modified editor strings to be translatable in the futureJuan Linietsky2016-05-031-6/+6
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* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Fix for issue #2117Franklin Sobrinho2015-09-071-0/+5
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* -fixed many memory initialization issuesJuan Linietsky2015-06-061-0/+1
| | | | | -fixed deadlock on previews thread -fixed compilation errors on unix
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Better 2D SnappingCarl Olsson2015-02-151-15/+2
| | | | | | | | | Consolidated duplicate snapping functions into CanvasItemEditor. Allow non-square grids. Add grid origin offsets. Allow seperate toggling of grid display. Add rotation snapping. Add offset snapping.
* Added body mode property to TileMap to select between static and kinematic ↵Carl Olsson2015-02-131-6/+8
| | | | | | | physics bodies. Kinematic allow use of TileMaps for moving platforms for example. Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too. And in order to fix the tileset I need to activate snapping for collision polygon vertices.
* New Code CompletionJuan Linietsky2014-12-161-0/+2
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* CollisionPolygon (3D)Juan Linietsky2014-09-161-58/+223
| | | | Workaround for round() on PC.
* Polygon2DJuan Linietsky2014-07-071-8/+8
| | | | | | | | | -=-=-=-=- Another gift for those who make 2D games: -Edit polygons, concave or convex, color them, texture them and uv-map them -Corresponding editor -Can have a custom pivot, so they are compatible with bones and IK
* heckJuan Linietsky2014-04-191-10/+12
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* -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-131-11/+14
| | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+479