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path: root/editor/editor_data.h
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2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-21Add proper type to most public API uses of ArrayJuan Linietsky
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-11-07Merge pull request #33343 from KoBeWi/scene_tree_dustingRémi Verschelde
Another scene tree dock menu cleanup
2019-11-06Node create dialog filtering optimizationPouleyKetchoupp
Avoid loading the same scripts again and parse them when updating the node type tree.
2019-11-04Another scene tree dock menu cleanupTomasz Chabora
2019-08-15Allow to create scene from FileSystem dockTomasz Chabora
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-09-14Refactor editor icon retrievalwillnationsdev
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.
2018-08-14Add custom icons to script classes.Will Nations
2018-07-25Add script hierarchies,add-script btn auto-derivesWill 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)
2018-05-26Merge pull request #15489 from willnationsdev/gdnative-hookMax Hilbrunner
Add EditorPlugin.build() build callbacks
2018-05-08Merge pull request #15928 from StateOff/feature_batch_renameRémi Verschelde
Implements "Batch Rename" editor tool.
2018-05-07Merge pull request #15640 from willnationsdev/resource-saved-signalMax Hilbrunner
Added EditorPlugin 'resource_saved' signal
2018-02-25Now the inspector will show the custom resources added via pluginMrCdK
2018-01-31Added EditorPlugin 'resource_saved' signalWill Nations
2018-01-22Implements "Batch Rename" editor tool.Blazej Floch
2018-01-08Add EditorPlugin.build() build callbacksWill Nations
2018-01-08Fixes #15416 - "The deleted nodes are hanging in the inspector."Blazej Floch
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.
2018-01-04Merge pull request #14802 from volzhs/selection-changedRémi Verschelde
Fix "selection_changed" called twice
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-26Properly rename scenes and resources after renaming or moving files, should ↵Juan Linietsky
fix #13976 It's not tested, so please test.
2017-12-18Fix "selection_changed" called twicevolzhs
2017-09-01Fix typo 'begining' to 'beginning'Poommetee Ketson
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-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/
2017-07-18Make available more informations about editor for Tool PluginsJakub Grzesik
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
2017-03-05Refactoring: 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.