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path: root/tools/editor/plugins/multimesh_editor_plugin.cpp (follow)
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-465/+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.
* Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-1/+1
| | | | | | 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 Verschelde2017-01-161-0/+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).
* Type renames:Juan Linietsky2017-01-111-1/+1
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Merge pull request #7438 from tagcup/matrix3_rotate_fixJuan Linietsky2017-01-101-2/+3
|\ | | | | Fix the order in which additional transformations are applied
| * Fix the order in which additional transformations are applied in Matrix3 and ↵Ferenc Arn2017-01-081-2/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Transform. This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too. Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion. Also replaced the few instances of float with real_t in Matrix3 and Transform. Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition. Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).
* | Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky2017-01-101-1/+1
| | | | | | | | container!
* | PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky2017-01-081-1/+1
| | | | | | | | item_pressed, closes #3188
* | Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-5/+5
|/ | | | renamed to PoolVector
* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-041-5/+5
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| * Use right handed coordinate system for rotation matrices and quaternions. ↵Ferenc Arn2017-01-031-5/+5
| | | | | | | | | | | | | | | | Also fixes Euler angles (XYZ convention, which is used as default by Blender). Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly. This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
* | -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-13/+13
|/ | | | | | -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 Linietsky2017-01-021-5/+5
| | | | | | | | 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 Verschelde2017-01-021-2/+6
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Instancing is working! (hooray)Juan Linietsky2016-11-221-2/+6
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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!
* 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.
* i18n: Proofreading of all stringsRémi Verschelde2016-05-211-9/+9
| | | | | | Done to ensure that no important identifiers are translatable, to fix compound strings using the new vformat() function, and some general English proofreading here and there.
* Modified editor strings to be translatable in the futureJuan Linietsky2016-05-031-30/+30
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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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* Small fixes in some editor dialogsFranklin Sobrinho2015-10-181-15/+5
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* -display/emulate_touchscreen now really emulates a touchscreenJuan Linietsky2015-08-291-0/+2
| | | | -icons to show node menus
* Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-1/+1
| | | | | | | | | | | -ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
* Merge pull request #1662 from TheHX/fix_pluginsJuan Linietsky2015-04-181-10/+7
|\ | | | | Fix toolbar menu position(RichText and MultiMesh plugins)
| * Fix toolbar menu position(RichText and MultiMesh plugins)Franklin Sobrinho2015-04-091-10/+7
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* | Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Changed popup_centered by popup_centered_minsize in editor dialogsFranklin Sobrinho2015-04-081-9/+9
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+470