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path: root/editor/editor_plugin.cpp
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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.
2018-01-04forward_canvas_gui_input only takes one parameterTim Schellenberg
2018-01-04Merge pull request #14882 from willnationsdev/add-select-fileRémi Verschelde
Plugins can select files in the FileSystem Dock
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-20Plugins can select files in FileSystem DockWill Nations
2017-12-09Defer the scan filesystem call when adding import pluginsGeorge Marques
This ensures every plugin is added before the scan is made. Fix #12749
2017-12-07Exposed EditorSceneImporter to script. Added APIs to use intermediate ↵Juan Linietsky
converters more easily.
2017-12-06Add method to set main screen plugin iconWaldson Patrício
2017-11-24Universalize draw-over API for EditorPluginsPedro J. Estébanez
- Now it is usable from both `CanvasItem` and `Spatial` editors. - `EditorPlugin` API changes: - `forward_draw_over_canvas()` becomes `forward_draw_over_viewport()`. - `update_canvas()` becomes `update_overlays()`, which now triggers the update of every overlay on top of any 2D or 3D viewports present. Also now it returns the number of such viewports, which is useful whenever you need to know the number of draw-over calls you'll get. - New: `[set/is]_force_draw_over_forwarding_enabled()` to force overlaying regardless it handles the current object type, in a similar fashion as `[set/is]_input_event_forwarding_always_enabled`. This kind of overlay is also on top of those for regular handled node types. - New: `forward_force_draw_over_canvas()`, which is the callback that gets called for plugins that enable forced overlaying.
2017-11-17Merge pull request #12982 from tagcup/aabb_renameRémi Verschelde
Rename Rect3 to AABB.
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-11-17Make resources edited by plugins be sent as referenceGeorge Marques
This ensures that a plugin can save a resource using the ResourceSaver.
2017-11-09Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky
2017-10-22Bind unbound enums, rearrange some by valuePoommetee Ketson
2017-10-18Fixes snapping and replaces the _draw_canvas by forward_canvas_drawGilles Roudiere
2017-10-11Fix argument names in method bindings.Andreas Haas
Adds a couple of missing argument names.
2017-09-28Prevent a possible crash when exporting to MeshLibraryMarcelo Fernandez
2017-09-14Re-Added export plugins with a more interesting API, as well as the ability ↵Juan Linietsky
to do path remapping. Also added ability to tell the exporter that a shared object needs to be bundled in the build.
2017-08-29Merge pull request #10745 from neikeq/fix-docdata-and-stuffJuan Linietsky
DocData and virtual method type hints fixes
2017-08-29DocData and type hints fixesIgnacio Etcheverry
- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
2017-08-28-Some fixes to code completion.Juan Linietsky
-Fix getter in code completion being displayed when it shouldn't -Clean up preview generation for editors and exposed it as editor plugin
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26-Split EditorPlugin into EditorPlugin and EditorInterfaceJuan Linietsky
-Added EditorInterface to EditorScript -Added functions to save the scene to EditorInterface
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/
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-16EditorPlugin: Renames virtual method hiding inherited methodIgnacio Etcheverry
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-07-20EditorPlugin methods and signals renameJakub Grzesik
2017-07-19Merge pull request #9703 from Noshyaar/docsRémi Verschelde
Add object type hint for docs
2017-07-19Add object type hint for docsPoommetee Ketson
2017-07-18Make available more informations about editor for Tool PluginsJakub Grzesik
2017-07-11EditorPlugin ability to open and reload scns from filepathJakub Grzesik
2017-06-27Fix filesystem update for import pluginsGeorge Marques
2017-06-12EditorPlugin can request user inputs from editor 3d viewUnknown
2017-06-11Added EditorPlugin.remove_import_plugin()Zher Huei Lee
Allows addons with import extensions to clean up properly on removal.
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-12Bring back EditorImportPluginAndreas Haas
This adds a new implementation of the EditorImportPlugin class, allowing to leverage the new importing system via tool scripts. Will be especially useful when used together with GDNative, to support formats like fbx :)
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.