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path: root/tools/editor/plugins/script_editor_plugin.h (follow)
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-394/+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.
* Sort settings for scripts in the editorBojidar Marinov2017-02-021-0/+11
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* Allow closing a script tab without savingWilhem Barbier2017-01-151-1/+2
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* some class renamesJuan Linietsky2017-01-121-1/+1
| | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
* 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
* 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()
* 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!
* Do ctrl-click on any code identifier to go to definiton or help page.Juan Linietsky2016-09-121-1/+3
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* Merge pull request #6137 from supaiku-o/masterJuan Linietsky2016-09-101-0/+4
|\ | | | | Add a Close All files option to script editor
| * Added CLOSE_ALL files option to script editorsupaiku2016-08-131-0/+4
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* | More visual script workJuan Linietsky2016-08-251-1/+6
| | | | | | | | | | | | | | | | | | -Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts
* | Making bits of docs appear in different dialogues is made easier with ↵Juan Linietsky2016-08-231-0/+2
|/ | | | EditorHelpBit
* Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky2016-08-061-1/+2
| | | | support, but VisualScript should be more or less done!
* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-62/+43
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* Merge pull request #5760 from r1cebank/issue-5636__add-close-docs-optionRémi Verschelde2016-07-191-0/+2
|\ | | | | Script Editor: adding close all docs menu option
| * Script Editor: adding close all docs menu optionSiyuan Gao2016-07-181-0/+2
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* | Fix ScriptEditor don't saving the layout when opening a help pageFranklin Sobrinho2016-07-181-0/+1
| | | | | | | | - Use ScriptEditor::_update_script_names just once when re-creating the layout
* | Fixed breakpoint gutter toggle not updating when game is running, issue 5712Paulb232016-07-151-0/+1
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* Only allow built-in scripts to be edited when the scene they belong to is ↵Juan Linietsky2016-07-061-0/+4
| | | | loaded, closes #5403
* Shortcuts for script switching in script ModeDaniel J. Ramirez2016-06-261-0/+2
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* Make sure that scripts are reloaded if needed when they enter editing, fixes ↵Juan Linietsky2016-06-191-2/+2
| | | | #4456
* ConnectionsDock: Double click to create and go to signal connectionIgnacio Etcheverry2016-06-121-0/+2
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* -Ability to reload (and soft reload) tool scripts. Please test!Juan Linietsky2016-06-081-0/+2
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* Cleaned up remote menuJuan Linietsky2016-06-031-0/+6
| | | | | | | -Merged fileserver & deploy dumb clients option -Live Script Reloading can now happen automatically on script save -Changed Live to Mirror term to differentiate from Unity and Unreal, as what Godot does is not the same thing.
* Merge pull request #4843 from ↵Rémi Verschelde2016-05-291-0/+3
|\ | | | | | | | | Paulb23/breakpoints_next_prev_and_remove_issue_1690 Added, goto next and previous breakpoint and remove all, issue 1690
| * Added, goto next and previous breakpoint and remove all, issue 1690Paulb232016-05-271-0/+3
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* | ScriptEditor/ShaderEditor: Replace find/replace dialog with a barIgnacio Etcheverry2016-05-291-1/+1
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* Added color themes to the text editorPaulb232016-05-231-0/+9
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* Trim trailing white space on save, issue 4383Paulb232016-04-231-0/+5
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* -only save scripts if changed, takes less time to run projects and does not ↵Juan Linietsky2016-02-021-1/+1
| | | | confuse you with changed dates.
* -Massive editor dialog cleanupJuan Linietsky2016-01-171-2/+0
| | | | -Added a bottom menu list
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -added option to keep debugger open, fixes #3031Juan Linietsky2015-12-121-1/+2
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* -ability to change scripts in external editor and still have properties ↵Juan Linietsky2015-12-091-1/+5
| | | | reloaded in godot UI, fixes #3003
* -Merged Script and Help tabsJuan Linietsky2015-11-171-0/+49
| | | | | | -Help tabs can be opened many at the same time -Color temperatures for opened scripts -Dominant script opening when switching scene tab
* Add create new script button to script editor menuMaximillian2015-08-091-1/+4
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* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-0/+2
| | | | | | | | | | 1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
* improved get_node(), connect(), etc code completion.Juan Linietsky2015-06-261-0/+4
| | | | | -properly completes text arguments -includes the "/root" autoloads
* added a tiny bit more space to docks and script tabJuan Linietsky2015-06-241-0/+2
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* Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-15/+37
| | | | | | | | | | | -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
* Proper support for code editor autosaving (disabled by default)Juan Linietsky2015-05-041-0/+4
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* New Code CompletionJuan Linietsky2014-12-161-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -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
* apply patch #882 from dcubixDana Olson2014-12-071-1/+1
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* Editor goodies updateDiego Lopes2014-11-121-0/+6
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* Making Godot Easier to Use..Juan Linietsky2014-05-241-0/+1
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* Implement Shift+F1 as contextual help hotkey for script editor; There'smarynate2014-05-061-1/+2
| | | | | one bug that when jump to help tab first time, the scroll position is wrong.
* Start working on script editor helpmarynate2014-05-061-0/+2
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* -run script in editorJuan Linietsky2014-02-201-0/+1
| | | | | -add search docs dialog that returns places string was found -added flash
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+250