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path: root/tools/editor/project_manager.cpp (follow)
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-1516/+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 Braam2017-02-131-4/+4
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.xJuan Linietsky2017-02-041-11/+11
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-5/+2
| | | | | | | | | 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.
* Finish renaming *Frame GUI classes to *RectRémi Verschelde2017-01-141-1/+1
| | | | | ReferenceFrame had been overlooked, and the cpp files still used the old names. Also ripgrep'ed it all to find some forgotten references.
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-1/+1
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* some class renamesJuan Linietsky2017-01-121-1/+1
| | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
* Type renames:Juan Linietsky2017-01-111-3/+3
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky2017-01-101-1/+1
| | | | container!
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-1/+1
| | | | differentiated than generalized _input
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-6/+6
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-30/+30
| | | | | | | | 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 Verschelde2017-01-021-2/+2
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-2/+2
| | | | | | | | | | | | | | | | -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 Verschelde2017-01-011-2/+2
| | | | | | | | | | | | | | | | 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!
* | Fix crash on project importing by dragging a folder.Andreas Haas2016-12-021-1/+1
| | | | | | | | Fixes #7226
* | Check entered and trimmed path when create, import, install projectvolzhs2016-11-141-30/+22
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* | Merge pull request #7068 from volzhs/fix-project-nameRémi Verschelde2016-11-091-2/+2
|\ \ | | | | | | Set project name as directory name instead of '.'
| * | Set project name as directory name instead of '.'volzhs2016-11-081-2/+2
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* | | Select newly created or imported project automaticallyvolzhs2016-11-081-2/+43
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* / Project manager: grab focus on ok button after path selection.Andreas Haas2016-10-061-1/+2
|/ | | | | Slight usability improvement: grabs focus on the Import/Create button after engine.cfg/path selection. So then I can just press enter to create the project ^^
* More custom theme support for editorGeequlim2016-09-201-7/+7
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* Make Godot detect if the screen is too small (<1200 pixels wide), and use ↵Juan Linietsky2016-09-131-1/+1
| | | | single dock column like in 1.0 if that's the case.
* -Added VeryLowDPI and MidDPI modes to Godot editor.Juan Linietsky2016-09-131-4/+8
| | | | -Improved HiDPI detection (requires resolution of > 2000 in X axis)
* -Cleaned up find/replace bar for replace (made selection only default if ↵Juan Linietsky2016-09-111-2/+2
| | | | | | selection exists), also made buttons look like buttons -Fixed a bug related to theme propagation, may be able to solve #6443, #6302 and others. Please test.
* Fix dialogs in ProjectManage don't with editor theme issueGeequlim2016-09-071-4/+3
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* Merge pull request #6050 from Hinsbart/remove_pm_file_importRémi Verschelde2016-08-081-6/+0
|\ | | | | Remove unused function in Project Manager.
| * Remove unused function in Project Manager.Andreas Haas2016-08-051-6/+0
| | | | | | | | This has been deprecated by #5993
* | Project Manager: Fix and improve unhandled inputIgnacio Etcheverry2016-08-051-16/+20
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* Auto import project folder, confirm scan multiple folders or non-project folderDima Granetchi2016-08-011-8/+48
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* Improve dialog title when scanning for projectsRémi Verschelde2016-07-311-0/+1
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* Merge pull request #5981 from profelis/PR-scan-dragged-folderRémi Verschelde2016-07-311-0/+6
|\ | | | | Drag open scan window if engine.cfg not found
| * dnd folder open scan window if engine.cfg not foundDima Granetchi2016-07-311-0/+6
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* | fix run button availability checkDima Granetchi2016-07-311-11/+10
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* Project Manager: Import projects using filesystem drag'n'drop.Andreas Haas2016-07-291-0/+17
| | | | Can drop an engine.cfg file over the window to import it ;)
* keep selected_list up to dateDima Granetchi2016-07-291-22/+34
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* Command-F focus filter input field in project managerDima Granetchi2016-07-271-0/+4
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* Project Manager: Added project list scrolling with keyboardIgnacio Etcheverry2016-07-231-0/+134
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* Fix main scene not being saved when set via Play buttonRémi Verschelde2016-07-191-2/+3
| | | | | Fixes #1134 for real. Also tweaked the engine.cfg template and the preference order when browsing for the main scene.
* i18n: Sync template with current sourceRémi Verschelde2016-07-151-1/+1
| | | | Also fix a space after : in a translated string.
* Fixed a crash in scenario where SSL is not available.vamsi2016-07-131-4/+1
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* Downloaded templates from project manager can now be installed.Juan Linietsky2016-07-111-32/+181
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* Removed unused variables (second pass) + dead codeRémi Verschelde2016-07-071-3/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Initialize the SSL certificates in the project managerRémi Verschelde2016-07-061-1/+3
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* Avoid settings from being lost when opening project manager.Juan Linietsky2016-07-031-0/+3
| | | | Probably fixes many issues of this kind, like missing shortcuts or other settings
* remove the warning of instances in use at Project manager exitvolzhs2016-06-281-3/+0
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* Clean up editor theme creationGeequlim2016-06-181-19/+13
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* Better way to disable asset libraryJuan Linietsky2016-06-091-8/+8
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* Disable asset library compilation if no openssl existsJuan Linietsky2016-06-091-0/+4
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