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path: root/tools/editor/scene_tree_dock.cpp (follow)
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-2061/+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.
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-25/+25
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Update attach/clear script tool bar icon in Scene panelvolzhs2017-02-131-0/+4
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* Fix crash when saving root node by "Save Branch as Scene" with unsaved scenevolzhs2017-02-021-0/+7
| | | | | | Fix #7667 (cherry picked from commit 43a2599801be348dfd41d928c7a66a590dbe8745)
* Merge pull request #7672 from Hinsbart/drag_crashRémi Verschelde2017-02-021-1/+3
|\ | | | | SceneTreeDock: Fix crash when dragging invalid nodes.
| * SceneTreeDock: Fix crash when dragging invalid nodes.Andreas Haas2017-01-291-1/+3
| | | | | | | | Fixes #7529
* | Replicate load-as-placeholder state on node duplicationPedro J. Estébanez2017-01-291-0/+1
|/ | | | Cherry-picked from 936f2e3b4e9fb657f6c874020428f8159356d923
* Added some missing icons and modified othersDaniel J. Ramirez2017-01-161-4/+4
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* Merge pull request #7536 from GodotExplorer/pr-copy-node-pathRémi Verschelde2017-01-161-2/+16
|\ | | | | Add 'Copy Node Path' action to right mouse menu
| * Add 'Copy Node Path' action to right mouse menuGeequlim2017-01-151-2/+16
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* | Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-0/+1
|/ | | | | | | | | 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 Verschelde2017-01-141-18/+28
| | | | | 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 Linietsky2017-01-131-1/+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 Linietsky2017-01-121-2/+2
| | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
* Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky2017-01-101-3/+3
| | | | | | | | | 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 Linietsky2017-01-081-1/+1
| | | | item_pressed, closes #3188
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-4/+4
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | 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 Linietsky2017-01-021-29/+29
| | | | | | | | 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!
* Can create or load script on Attach script dialogvolzhs2016-11-111-64/+9
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* Merge pull request #7027 from Keetz/masterRémi Verschelde2016-11-091-31/+4
|\ | | | | Fix scene tree drag & drop places node as child (#6912)
| * Fix scene tree drag & drop places node as child (#6912)Keetz2016-11-031-31/+4
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* | Merge pull request #7035 from volzhs/undo-redo-duplicateRémi Verschelde2016-11-061-0/+2
|\ \ | | | | | | Prevent to make UndoRedo for duplicate if no selected node
| * | Prevent to make UndoRedo for duplicate if no selected nodevolzhs2016-11-051-0/+2
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* | | Merge pull request #7009 from volzhs/fix-double-clickRémi Verschelde2016-11-061-1/+0
|\ \ \ | | | | | | | | Fix to focus or rename node by double click
| * | | Fix to focus or rename node by double clickvolzhs2016-11-011-1/+0
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* | | | Fix #7016, add script create iconPawel Kowal2016-11-051-2/+2
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* | | Option for detaching script from node (#6934).Mateusz Adamczyk2016-11-011-3/+37
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* | Merge pull request #6945 from Hinsbart/script_dndRémi Verschelde2016-10-301-0/+11
|\ \ | | | | | | Ability to drag script files from Filesystem dock to SceneTree dock.
| * | Ability to drag script files from Filesystem dock to SceneTree dock.Andreas Haas2016-10-271-0/+11
| |/ | | | | | | Allows to attach scripts by dragging them onto the target Node.
* / Option to load script for node (#6839)Mateusz Adamczyk2016-10-191-5/+59
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* Replace a node with saved branch scene instancevolzhs2016-10-111-1/+29
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* Refactor node naming APIs used by editorPedro J. Estébanez2016-10-081-47/+6
| | | | | Make 'name_num_separator' a project setting Make all node operations separator-aware
* Fix reparent undo not renaming backPedro J. Estébanez2016-10-081-0/+3
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* Modified resource menu for node scripts so it always goes through the new ↵Juan Linietsky2016-09-121-0/+6
| | | | script wizard.
* Double click on scene tree element to focus currently selected nodeDaniel J. Ramirez2016-08-271-0/+20
| | | | | In 3D it will focus in the first viewport Enable double click for trees
* -Added yield nodes to visual scriptJuan Linietsky2016-08-071-1/+16
| | | | | -Added input selection nodes to visual script -Added script create icon for those who miss it, will only appear when it can be used.
* More progress on visual script editingJuan Linietsky2016-08-031-1/+27
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* Added Scene tree dock shortcutsPaulb232016-08-011-6/+8
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* Merge pull request #5821 from TheHX/issue-5795Rémi Verschelde2016-07-231-3/+22
|\ | | | | Improved FileSystem dock "Instance" option
| * "FileSystem" dock now instance all selected scenes in one actionFranklin Sobrinho2016-07-211-3/+22
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* | Removed support for saving paths as relative, closes #5728Juan Linietsky2016-07-221-2/+2
|/ | | | Editor now has good refactoring tools, so this function is mostly obsolete
* Fix crash when dropping scene as a sibling of the root nodeFranklin Sobrinho2016-07-181-7/+6
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* Fix custom types showing on wrong dialogsFranklin Sobrinho2016-07-101-2/+2
| | | | * The custom types are visible when the dialog is shown
* Removed unused variables (second pass) + dead codeRémi Verschelde2016-07-071-24/+3
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* SceneTreeDock: Fix wrong argument in _has_visible_childrenRémi Verschelde2016-07-071-3/+3
| | | | Seen while checking for unused variables, which `child` was.
* Many fixes to scene tree node dragging, closes #5341Juan Linietsky2016-06-301-3/+13
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* Figured out a way to fix event propagation for shortcuts and some other ↵Juan Linietsky2016-06-271-1/+5
| | | | cases so they properly stop shortcuts if a modal window is open, closes #4848