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path: root/tools/editor/property_editor.cpp
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Changed popup_centered by popup_centered_minsize in editor dialogsFranklin Sobrinho2015-04-081-1/+1
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* Camel casing being capitalized only happens in the inspector now.Nathan Warden2015-03-231-1/+1
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* New option to send canvas to render bufferJuan Linietsky2015-03-161-0/+24
| | | | | allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D.
* increase minimum range in property editor a bitJuan Linietsky2015-03-101-1/+1
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* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-3/+3
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* support for 2D shadow castersJuan Linietsky2015-03-021-3/+37
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-01-031-0/+73
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| * -fixed bug on focus capture, now respets line/text editJuan Linietsky2015-01-031-0/+73
| | | | | | | | -when playing animations, property editor is now refreshed properly, fixes #1046
* | -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-4/+8
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-4/+4
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* 3D Physics and Other StuffJuan Linietsky2014-09-021-0/+18
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* Fixed #185 Setting a new Texture for a Sprite node does not update previewmarynate2014-06-151-0/+7
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* Making Godot Easier to Use..Juan Linietsky2014-05-241-0/+1
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* A bit of everything:Juan Linietsky2014-05-141-5/+7
| | | | | | | | | | | | | -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.
* Make String::right count from pos instead of pos+1marynate2014-05-131-2/+2
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* -Support for changing fontsJuan Linietsky2014-04-051-1/+8
| | | | | | | -Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
* Auto select custom property value field when pop up, user can start typing ↵marynate2014-02-271-1/+52
| | | | to change value right away.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+2946