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| * Add 2d unifrom scalemarynate2014-05-211-2/+20
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* | Add pan mode in 2d editormarynate2014-05-212-3/+15
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* A bit of everything:Juan Linietsky2014-05-144-67/+1138
| | | | | | | | | | | | | -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.
* Change key move behavior of canvas item editor to ignore zoom level; Addmarynate2014-05-102-16/+41
| | | | | alt + arrow key as local base move mode; Control + arrow key as local + rotation move mode
* Add lock and group icon to scene tree editormarynate2014-05-081-6/+6
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* Press F key in 2d editor to center view to selected nodemarynate2014-05-062-2/+58
| | | | | | Press Ctrl+F to frame selected nodes in 2d editor Change Frame Selection hotkey in 2d editor from Ctrl to CMD for Mac compatability
* Implement Shift+F1 as contextual help hotkey for script editor; There'smarynate2014-05-062-10/+10
| | | | | one bug that when jump to help tab first time, the scroll position is wrong.
* Start working on script editor helpmarynate2014-05-062-0/+13
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* Lots of 3D improvements:Juan Linietsky2014-05-042-65/+233
| | | | | | | | | | | | | -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.
* use Snap / Snap (Pixels) now save to scene fileDana Olson2014-04-231-3/+12
| | | | | Previously, only Use Pixel Snap would save to the scene. Tested and working for me, on Linux.
* heckJuan Linietsky2014-04-195-26/+104
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* -Fixed a few bugs in ViewportJuan Linietsky2014-04-103-3/+3
| | | | | -Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
* Merge pull request #237 from marynate/PR-maya-navreduz2014-04-052-189/+259
|\ | | | | Maya and modo style navigation
| * Hold shift to speedup pan/zoom in maya navigation schememarynate2014-04-011-3/+12
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| * Keep selection from been cleared when navigating in 3d viewportmarynate2014-04-011-0/+5
| | | | | | | | | | Conflicts: tools/editor/plugins/spatial_editor_plugin.cpp
| * Fix bug in 3d navigation scheme selection; Add modo navigation schememarynate2014-04-012-5/+12
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| * Disable transform operation when navigationmarynate2014-04-011-172/+173
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| * Add maya style navigation scheme to 3d vieewportmarynate2014-04-012-18/+66
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* | Merge pull request #241 from marynate/PR-viewport-hotkeyreduz2014-04-052-4/+59
|\ \ | | | | | | Add Viewport Hotkeys / Toggle maximize viewport
| * | Space to toggle maximize viewportmarynate2014-04-012-0/+55
| | | | | | | | | | | | Cleanup debug output
| * | Add hotkey for switching viewportsmarynate2014-04-011-4/+4
| |/ | | | | | | Hotkey added
* | Merge pull request #247 from marynate/PR-path-editor-uireduz2014-04-051-31/+30
|\ \ | | | | | | Path Editor UI Improvment
| * | Make secondary handle 50% transparent in Path editor to distinguish frommarynate2014-04-031-31/+30
| |/ | | | | | | main handle; Add close curve icon in Path editor UI; Fixed mixed EOL
* | Move point in Path2D edtitor now respect snap configure; Press Alt whenmarynate2014-04-032-19/+14
| | | | | | | | | | moving point to activate view base snapping; Path2D editor inherits from HBoxContainer now"
* | Use shift for control point in Paht2D editor (to be consistent with Path editor)marynate2014-04-031-1/+1
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* | Fixed delete path2d node will crash editormarynate2014-04-031-4/+3
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* | Fix #244 no path2d handles visiblemarynate2014-04-032-31/+50
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* Solved bug to select external editor urlsasori2014-03-051-1/+1
| | | | https://github.com/okamstudio/godot/issues/145
* Add F key to center 3d viewport to selected nodemarynate2014-02-231-0/+3
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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
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2014-02-194-1934/+0
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| * Removal of obsolete editor plugins Fixes #64Vinzenz Feenstra2014-02-174-1934/+0
| | | | | | | | Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
* | -improved physics ccdJuan Linietsky2014-02-191-1/+1
|/ | | | | | -html5 exporter works again -disable repeat on image loader by default -can change shape offset en tileset, texture offset was broken
* -fixed bug in Button now exporting font propertyJuan Linietsky2014-02-152-52/+184
| | | | | | | | -made GUI Theme editor usable -editor does not allow to export or create .pck in the same path as a project -changed .pck format (lacked support for versioning so couldn't change it), previous was causing crashes and is now incompatible, just re-export. -will not look for .pck files recursively, was causing unexpected behaviors -fixed execution of Godot in paths with non unicode characters in Windows, OSX and Linux.
* -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-132-12/+15
| | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-0963-0/+25894