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path: root/editor/editor_settings.cpp
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2018-03-23Merge pull request #17706 from Calinou/overhaul-hidpi-settingsRémi Verschelde
Overhaul the display scaling editor settings
2018-03-23Overhaul the display scaling editor settingsHugo Locurcio
This adds more scaling options, in addition to a custom scaling option which allows any scale between 0.75 and 3.0 to be used.
2018-03-23Merge pull request #17505 from ArkDShiggy/invert_y-axisRémi Verschelde
add option to invert y-axis
2018-03-20add option to invert y-axisJulien CATINEAU
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
2018-02-28Add an hinting mode setting to DynamicFontsHugo Locurcio
- Editor font hinting can now be tweaked in the Editor Settings. - DynamicFonts used in projects now have tweakable hinting settings in their DynamicFontData child. Changes will be visible upon reloading the scene in the editor.
2018-02-14Merge pull request #15399 from poke1024/load-one-translationRémi Verschelde
Load needed editor translation only on demand
2018-02-02Changes for the "Recent Scripts" menu.Michael Alexsander Silva Dias
2018-01-25maximum recent files increment fixRazah
2018-01-12Properly save the new save safe setting, avoid crash.Juan Linietsky
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
2018-01-09Fix bindings of EditorSettings.set_initial_valueRémi Verschelde
Also ran doctool.
2018-01-08Merge pull request #15458 from volzhs/fix-editor-settings-1Rémi Verschelde
Fix editor setting value is back to default
2018-01-08Merge pull request #15457 from volzhs/custom-font-source-codeRémi Verschelde
Set source code font with ttf, otf
2018-01-08Set source code font with ttf, otfvolzhs
renamed interface/editor/custom_font to interface/editor/main_font moved text_editor/theme/font to interface/editor/code_font renamed interface/editor/font_size to interface/editor/main_font_size renamed interface/editor/source_code_size to interface/editor/code_font_size
2018-01-08Fix editor setting value is back to defaultvolzhs
Fix #15449
2018-01-06Load needed translation on demandBernhard Liebl
2018-01-06Fix editor settings weird behaviorvolzhs
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 #15033 from poke1024/shortcuts-macRémi Verschelde
Alternative keyboard shortcuts for macOS
2018-01-03Merge pull request #15073 from volzhs/editor-custom-fontRémi Verschelde
Use .ttf or .otf file for editor custom font
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-01-01Merge pull request #15152 from poke1024/editor-settings-changeNoshyaar
Only send editor "settings_changed" if actually changed
2017-12-29Only send editor "settings_changed" if actually changed.Bernhard Liebl
2017-12-28Respect text editor highlighting color changesvolzhs
Fix #14838
2017-12-27Use .ttf or .otf file for editor custom fontvolzhs
2017-12-26On macOS, change some default editor shortcutsBernhard Liebl
2017-12-25Merge pull request #14853 from MattUV/context-menuNoshyaar
Adds an option to move cursor with right click in TextEdit
2017-12-20EditorSettings: Move scene tab options to their dedicated categoryRémi Verschelde
Fixes #14870.
2017-12-20Adds an option to move cursor with right click in TextEditMattUV
Fixes #14832 - Added an option in the editor settings/cursor to make the cursor move with right click. - If the option is activated (true by default), a right click will move the cursor before displaying context menu. - If there is a selection, a right click on it will keep it selected, a right click outside it will unselect it. - The option is available in textEdit via an inspector property (or via GDScript): caret_moving_by_right_click - The option is available in the script editor and the shader editor via the editor settings - The documentation has been updated with the new property, and a few other entries in TextEdit.xml.
2017-12-09Merge pull request #13994 from ISylvox/caret-blinkRémi Verschelde
Set Caret Blinking Enabled by Default
2017-12-07Changed current line draw order and added code folding colorPaulb23
2017-12-05Moves the guides colors to editor settingsGilles Roudiere
2017-12-05Caret blinking is now enabled by defaultIndah Sylvia
2017-11-29Fixed editor settings disappearing (caused by uninitialized variable).Daniel J. Ramirez
2017-11-26Merge pull request #12572 from RandomShaper/onion-skinningJuan Linietsky
Onion skinning
2017-11-25Tweak the default editor camera settingsHugo Locurcio
- The default FOV is now 70 - The default Z-near plane is now at 0.05 meters
2017-11-25Implement onion skinning for the animation editorPedro J. Estébanez
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-21Merge pull request #13119 from YeldhamDev/export_pathRémi Verschelde
Fixed not being able to use the "Open a Directory" dialog with the "Default Export Path" setting
2017-11-20Fixed not being able to use the "Open a Directory" dialog with the "Default ↵Michael Alexsander Silva Dias
Export Path" setting.
2017-11-20Add simple spacebar panning setting for 2D editorRicardo Maes
2017-11-20Fixed runtime EDITOR_DEFs being dropped.Daniel J. Ramirez
2017-11-20EditorSettings: Dehardcode major in config file nameRémi Verschelde
It was readded in panic after I mistakenly removed the hardcoded "-3" in #12988, forgetting that Windows would still use the same path and thus conflict with 2.1 (contrarily to macOS and Linux).
2017-11-20Change editor_settings.tres to editor_settings-3.tressersoong
2017-11-20Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde
Add support for XDG Base Directory spec
2017-11-19Use new XDG folders to dehardcode pathsRémi Verschelde
2017-11-19Add initial support for the XDG Base Directory specRémi Verschelde
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
2017-11-17TextEdit code foldingIan