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path: root/tools/editor/plugins/sample_editor_plugin.cpp
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-451/+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 Marinov2017-02-231-1/+1
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* 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).
* Oops! Audio engine has vanished :DJuan Linietsky2017-01-151-2/+2
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-2/+2
| | | | | 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.
* some class renamesJuan Linietsky2017-01-121-1/+1
| | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-2/+2
| | | | differentiated than generalized _input
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-5/+5
| | | | 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 Linietsky2017-01-021-4/+4
| | | | | | | | 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/+2
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-2/+2
| | | | | | | | | | | | | | | | -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!
* Removed unused variables (second pass) + dead codeRémi Verschelde2016-07-071-8/+2
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Properly show the sample and play it back, also closes #5288Juan Linietsky2016-06-301-2/+3
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* do not crash when generating preview of very large sound files, fixes #4123Juan Linietsky2016-06-201-7/+7
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* -Some fixes to OSX retina scaling for window functionsJuan Linietsky2016-05-301-1/+1
| | | | -Implemented HiDPI detection and support for Godot Editor!
* -Improve resource previewsJuan Linietsky2016-05-231-5/+4
| | | | -Also fixed draw_texture_rect() tile parameter
* i18n: Use %d instead of %i in vformatRémi Verschelde2016-05-211-1/+1
| | | | Fixes #4742.
* i18n: Proofreading of all stringsRémi Verschelde2016-05-211-1/+1
| | | | | | 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 Linietsky2016-05-031-1/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -support for stereo ima-adpcm sample compression & playbackJuan Linietsky2015-11-091-1/+7
| | | | -support for converting samples to ima-adpcm upon export
* work in progress, resource previewsJuan Linietsky2015-05-311-0/+119
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* 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
* A bit of everything:Juan Linietsky2014-05-141-66/+71
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+326