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path: root/tools/editor/plugins/spatial_editor_plugin.h (follow)
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-574/+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.
* Change camera default rotationvolzhs2017-01-171-1/+1
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* Reenable node name case setting + code cleanupsRémi Verschelde2017-01-131-2/+0
| | | | | | | | The method _generate_serial_child_name is indeed called relatively often in editor mode, but that commented out code chunk hardly adds to its slowness (and with the default setting, not at all). Also did various related code cleanups and simplifications.
* 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
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-1/+1
| | | | differentiated than generalized _input
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-3/+3
| | | | | | -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 Verschelde2017-01-021-5/+5
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * -Many many fixesJuan Linietsky2016-10-291-1/+1
| | | | | | | | -Gizmos work again
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-4/+4
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| * -Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky2016-10-051-1/+1
| | | | | | | | | | | | | | GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-1/+1
| | | | | | | | | | | | | | | | -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!
* | Add shortcut to reset cursor position in 3D Editor ( #166 )Fabio Alessandrelli2016-10-041-0/+1
|/ | | | | | | | The shortcut will focus the origin after you moved around with shift + mouse3. The default shortcut is the letter "O", like "F" for focus. This can be customized in the editor shortcuts menu. Closes #166
* Double click on scene tree element to focus currently selected nodeDaniel J. Ramirez2016-08-271-0/+3
| | | | | In 3D it will focus in the first viewport Enable double click for trees
* remove trailing whitespaceHubert Jarosz2016-03-091-10/+10
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* Completed the support for plugins! It is not possible to add plugins.Juan Linietsky2016-02-271-4/+0
| | | | | | Not all APIs are provided yet, please request whathever you are missing. Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings. Have fun!
* Fix some error messagesFranklin Sobrinho2016-01-091-1/+0
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* fixed and improved selection and list selection, closes #2852Juan Linietsky2015-12-131-2/+6
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* Added selection menu to spatial and canvas editorsneikeq2015-11-191-0/+14
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* work in progress, resource previewsJuan Linietsky2015-05-311-1/+7
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* -Changed Godot exit to be clean.Juan Linietsky2015-04-201-0/+3
| | | | | -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Fix issue #931: display current view name into editor's 3d scene viewportsrollenrolm2015-03-211-0/+2
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* added blender/maya like zoom stylejaromirhribal2014-12-281-0/+6
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* -added custom metadata to physics shapes (2D only for now)Juan Linietsky2014-10-161-1/+2
| | | | -gizmos are not displayed in camera preview
* Little BitsJuan Linietsky2014-10-121-8/+31
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* Misc BitsJuan Linietsky2014-10-091-0/+2
| | | | | | | | -=-=-=-=- -Added more missing icons to nodes. -Added more 3D split view modes -Fixed annoying script editor bug with keyboard focus
* Huge Amount of BugFixJuan Linietsky2014-10-031-2/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
* Fixing Issues...Juan Linietsky2014-09-191-0/+3
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
* fix skeleton AABB computation, addeded shadeless view modeJuan Linietsky2014-09-181-0/+1
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* Add align with view in 3d editor viewport (useful for aligning camera withmarynate2014-06-131-0/+1
| | | | current view)
* Lots of 3D improvements:Juan Linietsky2014-05-041-4/+33
| | | | | | | | | | | | | -Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too). -Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed. -Manipulator gizmos are different for edited object and other objects. -Properly highlight manipulator gizmo handles when hovered. -Fixed bugs in fragment program when using more than 1 light together. -Reload png/jpg files automatically in editor if edited externally. -Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios -Added PCF13 to improve smoothness of shadow borders -General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM. -Fixed normal mapping when importing DAE files, works nicely now.
* Merge pull request #237 from marynate/PR-maya-navreduz2014-04-051-1/+13
|\ | | | | Maya and modo style navigation
| * Fix bug in 3d navigation scheme selection; Add modo navigation schememarynate2014-04-011-1/+2
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| * Add maya style navigation scheme to 3d vieewportmarynate2014-04-011-1/+12
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* | Space to toggle maximize viewportmarynate2014-04-011-0/+2
|/ | | | Cleanup debug output
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+467