Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-11-07 | Merge pull request #33343 from KoBeWi/scene_tree_dusting | Rémi Verschelde | |
Another scene tree dock menu cleanup | |||
2019-11-06 | Node create dialog filtering optimization | PouleyKetchoupp | |
Avoid loading the same scripts again and parse them when updating the node type tree. | |||
2019-11-04 | Another scene tree dock menu cleanup | Tomasz Chabora | |
2019-09-25 | Added some obvious errors explanations | qarmin | |
2019-08-15 | Allow to create scene from FileSystem dock | Tomasz Chabora | |
2019-07-19 | Make custom types more subtle and more useful | Bojidar Marinov | |
Implements #6067 (aaronfranke's idea) Fixes #26980 | |||
2019-06-04 | Fix moving and renaming files | Hein-Pieter van Braam-Stewart | |
This commit fixes several issues related to moving scenes and resources in an open project. * Don't try to reload scenes while not all scenes are updated yet. * Don't use the UndoRedo system to update non-user initiated editor state. * Resave scenes after moving files and updating resource path(s). | |||
2019-03-09 | Allow class_name scripts to have nested inheritance | George Marques | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-11-26 | Merge pull request #23060 from willnationsdev/inherit-non-class-script | Rémi Verschelde | |
Fix Script -> Script Class not in CreateDialog | |||
2018-11-16 | Check if setting exists to prevent warning | DrNochi | |
Fixes #23332 | |||
2018-10-16 | Fix Script -> Script Class not in CreateDialog | Will Nations | |
2018-09-14 | Refactor editor icon retrieval | willnationsdev | |
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi 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. | |||
2018-08-14 | Add custom icons to script classes. | Will Nations | |
2018-07-26 | Merge pull request #20233 from willnationsdev/gsc-editor | Juan Linietsky | |
Add script class hierarchies & add-script button permanence/auto-derivation | |||
2018-07-26 | Reduce unnecessary COW on Vector by make writing explicit | Hein-Pieter van Braam | |
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case. | |||
2018-07-25 | Add script hierarchies,add-script btn auto-derives | Will Nations | |
2018-06-18 | -Added AnimationGraphPlayer (still missing features) | Juan Linietsky | |
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback) | |||
2018-05-26 | Merge pull request #15489 from willnationsdev/gdnative-hook | Max Hilbrunner | |
Add EditorPlugin.build() build callbacks | |||
2018-05-08 | Merge pull request #15928 from StateOff/feature_batch_rename | Rémi Verschelde | |
Implements "Batch Rename" editor tool. | |||
2018-05-07 | Merge pull request #15640 from willnationsdev/resource-saved-signal | Max Hilbrunner | |
Added EditorPlugin 'resource_saved' signal | |||
2018-04-30 | hide tab changed debug print | Alexander Holland | |
2018-04-22 | Change ".." punctuation for "..." in editor strings (#16507) | Hugo Locurcio | |
2018-02-25 | Now the inspector will show the custom resources added via plugin | MrCdK | |
2018-01-31 | Added EditorPlugin 'resource_saved' signal | Will Nations | |
2018-01-22 | Implements "Batch Rename" editor tool. | Blazej Floch | |
2018-01-12 | Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵ | Juan Linietsky | |
of tree notification. Updated doc accordingly. | |||
2018-01-08 | Add EditorPlugin.build() build callbacks | Will Nations | |
2018-01-08 | Fixes #15416 - "The deleted nodes are hanging in the inspector." | Blazej Floch | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi 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. | |||
2018-01-04 | Merge pull request #14802 from volzhs/selection-changed | Rémi Verschelde | |
Fix "selection_changed" called twice | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-26 | Properly rename scenes and resources after renaming or moving files, should ↵ | Juan Linietsky | |
fix #13976 It's not tested, so please test. | |||
2017-12-18 | Fix "selection_changed" called twice | volzhs | |
2017-12-02 | Some untranslated UI strings | Unknown | |
2017-11-11 | ability to lock spatial nodes transform in editor | Jakub Grzesik | |
2017-09-01 | Fix typo 'begining' to 'beginning' | Poommetee Ketson | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-24 | Convert Object::cast_to() to the static version | Hein-Pieter van Braam | |
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/ | |||
2017-08-12 | Updated function argument names | Wilson E. Alvarez | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-07 | Makes all Godot API's methods Lower Case | Indah Sylvia | |
2017-07-30 | Style: Apply clang-format on all files | Rémi Verschelde | |
Thus fixing some invalid changes that had still made it to the master branch. | |||
2017-07-19 | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky | |
-Added system for feature overrides, it's pretty cool :) | |||
2017-07-18 | Make available more informations about editor for Tool Plugins | Jakub Grzesik | |
2017-06-16 | Enhance scene tabs | volzhs | |
- show scene thumbnail on hover - resize if has many tabs - show full scene file name with current edited scene - can be customized EditorSettings > Interface > Scene Tab - close scene with mouse middle button | |||
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-05 | A 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 | |||
2017-03-05 | Refactoring: rename tools/editor/ to editor/ | Rémi Verschelde | |
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. |