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path: root/tools/editor/plugins/tile_map_editor_plugin.cpp
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-1593/+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.
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-12/+12
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-2/+0
| | | | | | | | | 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).
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-2/+2
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* Renamed most signals so they refer to:Juan Linietsky2017-01-121-8/+8
| | | | | -An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
* Type renames:Juan Linietsky2017-01-111-7/+7
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky2017-01-081-1/+1
| | | | item_pressed, closes #3188
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-3/+3
| | | | differentiated than generalized _input
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-12/+12
| | | | renamed to PoolVector
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-9/+9
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* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-2/+2
| | | | | | -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 Linietsky2017-01-021-13/+13
| | | | | | | | 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 pull request #7401 from Zylann/bucket_fill_previewRémi Verschelde2017-01-021-8/+79
|\ | | | | Bucket fill preview
| * Added option to toggle bucket fill previewMarc Gilleron2016-12-311-2/+3
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| * Added bucket fill previewMarc Gilleron2016-12-311-7/+77
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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!
* Tilemap editor: Bucket tool - allow deleting and replacing of tilesJoscha2016-09-021-10/+37
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* editor: Add mouse position information in TileMapMark Nokalt2016-08-301-0/+11
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* Small usability improvements on the TileMap editor tile palette.Franklin Sobrinho2016-08-161-10/+27
| | | | | | * The column width changes with the zoom, now the icons don't overlap. * Added a tile hsepation setting. * Added a setting to show/hide tile names.
* Merge pull request #5270 from lonesurvivor/masterJuan Linietsky2016-07-101-0/+18
|\ | | | | Added Tile Origin = Bottom Left option to the TileMap
| * Added Tile Origin = Bottom Left option to the TileMapPatrick Reh2016-06-201-0/+18
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* | Add tile index prefixes in tile map editor plugin. #5420Samuel Grigolato2016-06-281-1/+1
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* Completed shortcuts for Tile Map EditorDaniel J. Ramirez2016-06-121-20/+24
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* Added customizable shortcuts for tile map editorDaniel J. Ramirez2016-06-121-27/+23
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* fixed tile map editor plugin, all previews are now the same size, closes #4983Juan Linietsky2016-06-121-0/+6
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* Delete unused code in TileMapEditorAndreas Haas2016-05-281-2/+0
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* Reorder tiles into nice columnsBojidar Marinov2016-05-271-3/+6
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* Use scalar to scale TileMap iconsAndreas Haas2016-05-271-2/+2
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* Add a slider for zooming TileMap preview icons.Andreas Haas2016-05-241-0/+21
| | | | Fixes #2413
* i18n: Second pass at proofreadingRémi Verschelde2016-05-211-4/+4
| | | | | Mostly removing commented out strings, plus a few critical ones that should not be translated.
* Modified editor strings to be translatable in the futureJuan Linietsky2016-05-031-11/+11
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* Tilemap Editor: Fix some last issues of PR-4006Franklin Sobrinho2016-03-151-2/+3
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* Tilemap Editor: Use ItemList::set_item_icon_region in tile paletteFranklin Sobrinho2016-03-141-9/+3
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* Tilemap Editor: Bucket tool - optimize memory usage, "removed safety limit"Franklin Sobrinho2016-03-141-65/+37
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* Tilemap Editor: Bucket fillFranklin Sobrinho2016-03-141-17/+127
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* Tilemap Editor: Shortcuts for the editor menu, fixed small inconsistenciesFranklin Sobrinho2016-03-141-103/+114
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* Tilemap Editor: Line drawing and erasingFranklin Sobrinho2016-03-141-9/+131
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* Tilemap Editor: Rectangle drawing/erasing and small improvementsFranklin Sobrinho2016-03-141-380/+561
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* avoid crash when scaling tilemap too much, fixes #266reduz2016-01-241-1/+18
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* TileMap: Properly flip/rotate tiles with non-square regionIgnacio Etcheverry2016-01-041-15/+28
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* TileMap: Consider texture offset for rotated tilesIgnacio Etcheverry2016-01-021-5/+13
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* do not allow editing of tilemap if it's invisible, fixes #2601reduz2015-12-281-1/+2
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* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-8/+9
| | | | | | | | | | 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.
* Small fixes for Grid/Tile map editor paletteFranklin Sobrinho2015-06-221-13/+14
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* Grid/Tile map editor new item paletteFranklin Sobrinho2015-06-221-36/+87
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-3/+37
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* Reorder tile transforms so transpose occurs before flips. Much more ↵Carl Olsson2015-02-131-13/+14
| | | | intuitive for flipping transposed tiles.
* Moved wrapper function to TileMapEditor.Carl Olsson2015-02-111-5/+11
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