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path: root/tools/editor/property_editor.cpp (follow)
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-4960/+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.
* Implement single-field property change for multinode editPedro J. Estébanez2017-03-021-80/+110
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* Various fixes detected using PVS-Studio static analyzer.Thaer Razeq2017-02-281-1/+3
| | | | | | | - Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
* Add menu item for file resources in the inspector to reveal them in the ↵Ray Koopa2017-02-271-4/+16
| | | | FileSystem
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-2/+2
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky2017-02-191-1/+1
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* -begin of export work, not done yetJuan Linietsky2017-02-151-3/+3
| | | | -fixes to make scenes exported from godot 2.x work
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-3/+3
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Lot of work in new importer, importing textures now works.Juan Linietsky2017-02-011-11/+29
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* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-4/+4
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* Merge pull request #7542 from volzhs/modulate-transparencyRémi Verschelde2017-01-251-2/+22
|\ | | | | Show transparency and accurate color for modulate
| * Show transparency and accurate color for modulatevolzhs2017-01-241-2/+22
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* | Merge pull request #7528 from tagcup/real_t_float_fixesJuan Linietsky2017-01-201-2/+2
|\ \ | | | | | | Use real_t rather than float or double in generic functions (core/mat…
| * | Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-2/+2
| | | | | | | | | | | | | | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* | | Added some missing icons and modified othersDaniel J. Ramirez2017-01-161-1/+1
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* | Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* | Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+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).
* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-1/+1
| | | | added a check to detect this case in the future
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-12/+14
| | | | | 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.
* 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
* some class renamesJuan Linietsky2017-01-121-1/+1
| | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
* Renamed most signals so they refer to:Juan Linietsky2017-01-121-2/+2
| | | | | -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).
* Merge pull request #6930 from bojidar-bg/gdscript-export-array-hintRémi Verschelde2017-01-111-4/+24
|\ | | | | Allow typing hints for Array class (in GDScript and Inspector)
| * Allow typing hints for Array class (in GDScript and Inspector/ArrayPropertyEdit)Bojidar Marinov2016-10-261-4/+24
| | | | | | | | Closes #3586, by implementing the `1b` variation mentioned there.
* | Type renames:Juan Linietsky2017-01-111-54/+54
| | | | | | | | | | | | | | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* | It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-18/+49
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* | Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky2017-01-101-1/+42
| | | | | | | | | | | | | | | | | | being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
* | PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky2017-01-081-2/+2
| | | | | | | | item_pressed, closes #3188
* | 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/+9
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* | -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-48/+101
| | | | | | | | | | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* | -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.
* | Begin modifying properties to make them more friendly to script and doc.Juan Linietsky2017-01-031-4/+31
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* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-64/+64
| | | | | | | | | | | | | | | | 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()
* | 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!
* Possibility to write node path by hand in exported NodePath variable (#3486)Mateusz Adamczyk2016-10-111-2/+14
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* Allow step for integer propertiesPedro J. Estébanez2016-10-101-6/+6
| | | | Small readability improvement
* Merge pull request #6554 from pkowal1982/propertyeditortooltipsRémi Verschelde2016-10-031-0/+2
|\ | | | | Show True/False tooltip in property editor for bool values
| * Show True/False tooltip in property editor for bool valuesPawel Kowal2016-09-191-0/+2
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* | Fix typo for word_wrapvolzhs2016-09-301-2/+2
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* Modified resource menu for node scripts so it always goes through the new ↵Juan Linietsky2016-09-121-2/+10
| | | | script wizard.
* Do not expose resource/ properties in sectioned property editor, closes #6396Juan Linietsky2016-09-061-1/+1
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* -Reworked constant nodes betterJuan Linietsky2016-08-311-1/+19
| | | | -Added simple switch node, removed InputEventFilter
* Merge pull request #6188 from TheHX/undo-redoRémi Verschelde2016-08-291-1/+1
|\ | | | | Implemented UndoRedo mergeable modes
| * Implemented UndoRedo mergeable modesFranklin Sobrinho2016-08-171-1/+1
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* | Even more work on visual script editor:Juan Linietsky2016-08-261-0/+34
| | | | | | | | | | | | | | | | -Added constructor nodes, specialized and conversion ones. -Cleaned up how unconnected input default values are shown and edited (much cleaner) -Dragging scene nodes into graph makes a call dialog appear by deault -Dragging properties into graph is set by default, not get -fixed dragging internal functions into graph
* | More visual script workJuan Linietsky2016-08-251-0/+1
| | | | | | | | | | | | | | | | | | -Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts
* | tiny bug fixJuan Linietsky2016-08-231-0/+1
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* | Proper function/property selection in visual script editing for property.Juan Linietsky2016-08-231-0/+138
|/ | | | This one has an ordered list, built-in description, search, etc.
* Added a simpler way to do sub-functions in both visual and gdscript with the ↵Juan Linietsky2016-08-081-0/+4
| | | | | | | subcall node. With this, visual script is almost done (missing registering custom nodes from addon). All this is probably pretty broken, too and needs a lot of testing.