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path: root/editor/editor_path.cpp
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2019-09-24Merge pull request #31978 from YeldhamDev/inspector_dock_small_improvementsRémi Verschelde
Small improvements to the inspector dock
2019-09-05Revert "Fix Clearing Inspector for Remote Node"Emmanuel Barroga
2019-09-04Small improvements to the inspector dockMichael Alexsander Silva Dias
2019-07-25Fix Clearing Inspector for Remote NodeEmmanuel Barroga
Resolves: #30731 When you stop debugging... if you were inspecting a remote node, partial information about the remote node remained in the inspector (e.g. name and warning). To resolve this, called EditorNode::edit_current() instead of EditorInspector::edit(NULL), which will call all the methods required using "NULL" if the current selected object is NULL. In EditorPath::update_path() if the selected object is NULL, it does not update the path to reflect this change, basically does nothing. To fix this, we nullify everything, before the history loop.
2019-04-25Make 'EditorPath' into a proper 'MenuButton'Michael Alexsander Silva Dias
2019-01-13Fixed null editor icon crashWilson E. Alvarez
Fixes #24932
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-09-14Refactor editor icon retrievalwillnationsdev
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!
2017-11-17Better supported for remote object editing with the inspector with a simple ↵geequlim
dictionary editor implement
2017-08-30White Themetoger5
- almost all the colors are generated now. They get adapted based on the theme color. All the correct icons are used - error label now uses error color - added missing button colors in editor theme
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/
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-04-10Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
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.