aboutsummaryrefslogtreecommitdiff
path: root/tools/editor/property_editor.h (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-352/+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. Estébanez2017-03-021-1/+6
|
* Add menu item for file resources in the inspector to reveal them in the ↵Ray Koopa2017-02-271-1/+1
| | | | FileSystem
* Lot of work in new importer, importing textures now works.Juan Linietsky2017-02-011-1/+3
|
* Show transparency and accurate color for modulatevolzhs2017-01-241-0/+1
|
* 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.
* some class renamesJuan Linietsky2017-01-121-1/+1
| | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-0/+2
|
* Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky2017-01-101-0/+1
| | | | | | | | | 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!
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-3/+5
| | | | | | | | 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
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-4/+4
| | | | | | | | 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!
* Check keystore field when export Android release apkvolzhs2016-11-291-0/+2
|
* Modified resource menu for node scripts so it always goes through the new ↵Juan Linietsky2016-09-121-0/+1
| | | | script wizard.
* Proper function/property selection in visual script editing for property.Juan Linietsky2016-08-231-0/+4
| | | | This one has an ordered list, built-in description, search, etc.
* More progress on visual script editingJuan Linietsky2016-08-031-1/+3
|
* Changed import workflowJuan Linietsky2016-05-271-0/+2
| | | | | | | | | | | | | | | | -Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
* -begun implementing drag & drop editor wideJuan Linietsky2016-05-111-0/+13
| | | | | | -filesystem dock dnd support -property list dnd support -scene tree dnd support
* Changed barely visible PROPERTY_HINT_ALL_FLAGS buttons for checkboxesDaniel J. Ramirez2016-05-031-1/+2
|
* Add math/script expression evaluation in editor (#3620)Franco Eusébio Garcia2016-05-011-0/+28
| | | Rebase of #453
* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
|
* Fix Project Settings dialog add/delete global variableFranklin Sobrinho2016-03-061-0/+7
|
* Revert "Better search for SectionedPropertyEditor, added "All" section"Juan Linietsky2016-01-231-8/+2
|
* Revert "Tree and PropertyEditor confirm value change on focus loss"Juan Linietsky2016-01-231-4/+4
|
* Tree and PropertyEditor confirm value change on focus lossFranklin Sobrinho2016-01-211-4/+4
|
* Better search for SectionedPropertyEditor, added "All" sectionFranklin Sobrinho2016-01-121-2/+8
|
* -Project settings can properly add/remove properties again, fixes #3177Juan Linietsky2016-01-101-0/+1
|
* -Ability to roll-back script-exported properties to their default value on ↵Juan Linietsky2016-01-021-0/+2
| | | | the script, closes #2128
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* small fix for undo redoJuan Linietsky2015-12-161-0/+1
|
* -split view of property editor and editor settingsJuan Linietsky2015-12-151-0/+25
|
* -remove (can be added back in editor settings) icons from property editorJuan Linietsky2015-12-111-0/+1
| | | | -remove ".." from file dialog when opening res://, fixes #2994
* Make ItemListEditor plugin functionalFranklin Sobrinho2015-12-031-1/+3
|
* Implement name filter to PropertyEditorFranklin Sobrinho2015-11-211-1/+9
| | | | - Add search bar to Inspector tab and to Project and Editor settings dialog
* Merge branch 'master' of https://github.com/okamstudio/godotMarianoGNU2015-10-161-1/+6
|\ | | | | | | | | # Solved Conflicts: # tools/editor/property_editor.cpp
| * Large improvements on scene packing and managementreduz2015-10-101-1/+6
| | | | | | | | | | -Ability to edit and keep changes of instanced scenes and sub-scenes -Ability to inherit from other scenes
* | Merge branch 'master' of https://github.com/okamstudio/godotMariano Javier Suligoy2015-08-301-2/+8
|\| | | | | | | | | | | # Solved Conflicts: # tools/editor/property_editor.cpp # tools/editor/property_editor.h
| * Show documentation for properties on hover.Juan Linietsky2015-08-251-0/+6
| | | | | | | | This works if the property has been documented (about half are at this point)
* | Edit default values. WARNING!!!Mariano Javier Suligoy2015-08-291-22/+24
|/ | | | Do not merge these changes, default values are not compiled into shaders yet!
* new file dialog!Juan Linietsky2015-06-061-2/+2
| | | | | | | | | -ItemList control for easier lists/thumbnails -New file dialog, with support for thumbnails, favorites, recent places, etc -Moved .fscache out of the project, no more bugs due to committed/pulled .fscache! -Dir dialog now sorts directories
* improved animation editorJuan Linietsky2015-05-251-0/+1
| | | | | | | | | -same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* -fixed bug on focus capture, now respets line/text editJuan Linietsky2015-01-031-0/+4
| | | | -when playing animations, property editor is now refreshed properly, fixes #1046
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* A bit of everything:Juan Linietsky2014-05-141-1/+1
| | | | | | | | | | | | | -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.
* Auto select custom property value field when pop up, user can start typing ↵marynate2014-02-271-0/+2
| | | | to change value right away.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+219