summaryrefslogtreecommitdiff
path: root/editor/editor_node.cpp
AgeCommit message (Collapse)Author
2018-09-20Merge pull request #22225 from groud/fix_draw_on_viewportRémi Verschelde
Fixes drawing of the 2D plugins on the 3D view
2018-09-20EditorNode: New default dock layoutRémi Verschelde
As discussed with @reduz, now that the FileSystem dock is getting files display in tree view (#21426), we can change the docks layout again to give more height to the new inspector. The new layout is thus: - Top left: Scene and Import docks - Bottom left: FileSystem - Right (full height): Inspector and Node docks The 2nd left (LEFT_R) and 1st right (RIGHT_L) VSplitContainers (the ones in use) also get an additional 40px of width compared to their previous size (which was the minimum size). Fixes #21480.
2018-09-20EditorNode: Reorder and cleanup initial dock setupRémi Verschelde
2018-09-20Merge pull request #21426 from groud/add_files_to_tree_viewRémi Verschelde
Add files to tree view
2018-09-18Fixes drawing of the 2D plugins on the 3D viewgroud
2018-09-15Bundle SSL certs with the templates.Fabio Alessandrelli
If this is undesired it can be avoided by specifying builtin_certs=no . Bundled SSL certs will be used unless you specify an override in: Project Settings -> SSL -> Certificates .
2018-09-15Fix video toggle UX issueRémi Verschelde
It was still functional but showing duplicate entries and thus "GLES2" for both GLES2 and GLES3 choices. Fixes #22089.
2018-09-14Refactor editor icon retrievalwillnationsdev
2018-09-14Replace the -show in filesystem- button by a RMB entrygroud
2018-09-14Merge the disable_split and show_files_in_tree settingsgroud
2018-09-14Add thumnails to the tree viewgroud
2018-09-13Use plain text instead of icons for video driver toggleRémi Verschelde
Fixes #21660, supersedes and closes #21724.
2018-09-13Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde
Misc. typos
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-11Fix project and editor data paths not being opened correctly on macOSHugo Locurcio
This closes #21904.
2018-09-11Replace last occurrences of PropertyEditor by EditorInspectorRémi Verschelde
Updates the following plugins: - ConnectionsDialog - ScriptEditorDebugger - ItemListEditorPlugin Also drop now unnecessary compatibility methods.
2018-09-11Merge pull request #21971 from scayze/window_title_updateRémi Verschelde
Update window title when switching scenes
2018-09-11update window title when switching scenesManuel Strey
2018-09-11Revert "Fix selection of spatial nodes after selecting a non-spatial one."Rémi Verschelde
2018-09-10Merge pull request #21835 from DualMatrix/save_branchRémi Verschelde
Prevent overwriting open scenes when saving
2018-09-07Prevent overwriting open scenes when savingDualMatrix
Prevent overwriting open scenes when saving, this fixes #17628
2018-09-07Fix selection of spatial nodes after selecting a non-spatial one.JFonS
Fixes #13849
2018-08-24Drop old ShaderGraph code, obsoleted by VisualShaderRémi Verschelde
2018-08-22Merge pull request #21274 from YeldhamDev/meshlib_editor_fixesRémi Verschelde
Fix MeshLibrary editor
2018-08-21Fix MeshLibrary editorMichael Alexsander Silva Dias
2018-08-21Merge pull request #21252 from vnen/remove-autoload-initRémi Verschelde
Disable scripting and physics early in EditorNode
2018-08-20Disable scripting and physics early in EditorNodeGeorge Marques
This avoids issues with scripts being instanced before this is set, like autoloads.
2018-08-20Massive rewrite to AnimationTree. Many APIs changed in order to:Juan Linietsky
-Reuse resources -Expose properties in AnimationTree
2018-08-15Merge pull request #19837 from willnationsdev/plugin-utilitiesRémi Verschelde
Add PluginConfigDialog.
2018-08-14Merge pull request #20997 from Gamblify/add_files_to_tree_viewRémi Verschelde
Add a way to disable the split view in the FileSystem dock
2018-08-14Avoid scripts from being opened in same inspector, closes #20111Juan Linietsky
2018-08-14Merge pull request #20621 from YeldhamDev/bottom_panel_minRémi Verschelde
Adjust bottom panel's minimal height for the expand icon
2018-08-14Add a way to disable the split viewgroud
Also add a parameter as the max height before split
2018-08-13Add warning color to output logChaosus
2018-08-08Fix a typo in a TTR() callHugo Locurcio
2018-08-08Merge pull request #20737 from Calinou/use-standard-button-textsJuan Linietsky
Use a standard "OK" text for confirmation buttons in error dialogs
2018-08-07Several improvements to inspector.Juan Linietsky
-Added optional horizontal/vertical modes for vector editing (default false for vec2, true for vec3) -Some clean ups with fonts and styles
2018-08-06Added proper import support for 3D and Array texturesJuan Linietsky
2018-08-05Use a standard "OK" text for confirmation buttons in error dialogsHugo Locurcio
[ci skip]
2018-08-04Implemented IKAndreaCatania
2018-07-30Adjust bottom panel's minimal height for the expand iconMichael Alexsander Silva Dias
2018-07-29It is now possible to import images as a separate resource, closes #5738 and ↵Juan Linietsky
likely many others
2018-07-29Merge pull request #15269 from ianb96/context_menu_improvementsJuan Linietsky
Context Menu Improvements
2018-07-27Do conversion of scene preview icon at the end, improves save performance a ↵Juan Linietsky
bit. Closes #14387
2018-07-26Add PluginConfigDialog, EditorPluginSettings GUIWill Nations
2018-07-26context menu improvementsIan
2018-07-26Merge pull request #19257 from volzhs/edit-visual-scriptRémi Verschelde
Open internal visual script editor while use external editor is on
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-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.
2018-07-25Add menu buttons to open the project and editor data foldersHugo Locurcio
2018-07-25Open internal visual script editor while use external editor is onvolzhs