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path: root/tools/editor/plugins/texture_editor_plugin.cpp
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-169/+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.
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-1/+1
| | | | | | 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/+28
| | | | | | | | | 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).
* 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.
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-2/+2
| | | | differentiated than generalized _input
* 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()
* -Improve resource previewsJuan Linietsky2016-05-231-0/+141
-Also fixed draw_texture_rect() tile parameter