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path: root/editor/editor_file_system.cpp
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2018-08-14Add custom icons to script classes.Will Nations
2018-08-08Add toggle for favorites in create_root_dialog.willnationsdev
2018-07-15Global class names (and GDScript support for it)Juan Linietsky
2018-03-14Merge pull request #17420 from marcelofg55/fscache_err_checksRémi Verschelde
Added error checks for fscache saving
2018-03-13Added error checks for fscache savingMarcelo Fernandez
2018-03-13Merge pull request #17138 from simedis/import_md5Rémi Verschelde
Make md5's not be in the same file as the import settings
2018-03-10Update preview on filesystem changeShyRed
Check and recreate a file's preview, if it has changes to it in the filesystem.
2018-03-01Moves the md5sum's from the <filename>.import file into .import/<filename>.md5Geoffrey
Saves asset md5sum's in a file that doesn't contain data that needs to be VC'd Now saves the md5s to a different file (.import.md5) Now reads the md5's from a separate file Now uses a file in the .import folder to store md5s
2018-01-05Make sure .import folder exists before importing, in case user deleted it ↵Juan Linietsky
manually. Fixes #15315
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!
2017-12-27Reimport now checks source path changes and imported files and their md5, ↵Juan Linietsky
fixes #14728
2017-12-05Add context menu to editor file dialogs.Ray Koopa
2017-11-24Add a bit space around the .import [deps] tag to make it more readable.Juan Linietsky
2017-11-24Changed reimport logic to also check md5 before reimporting, fixes #13135Juan Linietsky
Has the nice side effect that you can share your .import folder or rename your project and godot wont reimport stuff.
2017-11-17EditorSettings: Rename settings_path to settings_dirRémi Verschelde
Also to prepare for upcoming refactoring for XDG support.
2017-11-15Make sure scan happens after all nodes enter scene (including plugins), ↵Juan Linietsky
fixes #9286
2017-11-12Update meshes when reimporting,Daniel J. Ramirez
Save scene preview even when not doing save and play.
2017-10-21Cleanup unnecessary debug printsRémi Verschelde
2017-10-05Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky
to has_setting. Fixes #11844
2017-09-20Fix import order, so scenes are imported after textures.Juan Linietsky
Also fix bugs when meshes are always generated.
2017-09-01Merge pull request #10840 from rtroncoso/fix-reimporter-defaults-loadRémi Verschelde
Fix importer not applying default settings
2017-08-31Fix importer not applying saved default settings on loadRodrigo Troncoso
2017-08-31Fix issues regarding reload of resources in imported scenes. Closes #10017Juan Linietsky
2017-08-29Added nice icon to show when a file is broken on import.Juan Linietsky
2017-08-29Fix constant reimport on broken files, closes #9930Juan Linietsky
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-17Several improvements and fixes to import system. Might fix many issues ↵Juan Linietsky
opened, but have to check in detail..
2017-08-15Merge pull request #10345 from Hinsbart/remove_importedAndreas Haas
Removing a Resource also deletes imported files.
2017-08-15Small fix for problem of nodes losing type, this is not good enough to solve ↵Juan Linietsky
a core reimport problem, but so far fixes #8116
2017-08-15Removing a Resource also deletes imported files.Andreas Haas
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-06Added a .gdignore check to ignore specific folders. Closes #8461Juan Linietsky
2017-07-23-Ability to set default import presets for typeJuan Linietsky
-More presets for scene importer -Option in scene importer to export root nodes as separate scenes -Fixed MeshInstance preview
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-19Add object type hint for docsPoommetee Ketson
2017-06-16Fix EditorFileSystem duplicating root folder in new foldersBojidar Marinov
Also, add some uninitialized variables into constructors (I like to applease cppcheck). Also, remove unused md_count. Fixes #3662.
2017-05-12Fix natural sorting order in EditorFileDialog, FileDialog and ↵Damian Day
EditorFileSystemDirectory Make EditorFileDialog, FileDialog and EditorFileSystemDirectory alphanumerical sorting more natural Added a new method 'naturalnocasecmp_to' and comparator 'NaturalNoCaseComparator' to String. Fixes #8712.
2017-05-01Rename project file to "project.godot"Rémi Verschelde
Slimmed down variant from the reverted #8375. The rationale behind the name change is to give Godot's project file a unique extension (".godot") that can be registered on the OS to be associated with the Godot binary (OS registration not implemented here). This PR also adds the possibility to start the game or editor if launched with the project.godot passed as argument, which paves the way for allowing a similar behaviour on a double-click in the OS file manager (code originally by @Hinsbart). Closes #6915.
2017-04-29Revert "Use .godot as file extension for project files."Juan Linietsky
2017-04-16Use .godot as file extension for project files.Andreas Haas
Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot. Also godot will automatically start the editor now if launched with a project file as an argument. This allows for double-clicking of projects to open them :) Code-wise this should be complete, but there's still work to do: - Make a nice icon for godot projects. - Work on installers/packaging -> register the extension and icon with godot. - Update the 2.1 to 3.0 exporter. Tested on linux and windows so far.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
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.