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path: root/core/undo_redo.h
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2019-05-19Fix typos with codespellRémi Verschelde
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-04-04Fix 'UndoRedo' increasing its version on actions that should be mergedMichael Alexsander Silva Dias
2019-03-03Implement a more coherent (and way less hack) way to block animation ↵Juan Linietsky
updates, fixes #24618
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-18Add argument to UndoRedo's "clear_history()" to not increase the versionMichael Alexsander Silva Dias
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-05-27Add a message when there is nothing to Undo or RedoMarcelo Fernandez
2018-01-08obsolete UndoRedo max_steps; no users identifiedTodd Ross
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
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
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
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()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-08-17Implemented UndoRedo mergeable modesFranklin Sobrinho
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-08-02Live edit WORK IN PROGRESSJuan Linietsky
1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
2015-06-21- added GDscript bidings for UndoRedo class mechanizmkrzycho
- registered UndoRedo
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky