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AgeCommit message (Collapse)Author
2019-09-03Adds skip-breakpoints featureiwek7
2019-09-03Improve the animation autokey editor iconHugo Locurcio
The icon was redrawn to snap to a 16x16 grid, with a lower number of SVG nodes in the process.
2019-09-02Add icon for the ruler toolMichael Alexsander Silva Dias
2019-08-18Improve the appearance of 2D path editorsHugo Locurcio
- Add new handle icons for path/polygon editors - Add smooth path point icons and curve tangent icons - Use a gray color for tangent lines in the Path2D and Path editors - Use antialiasing for Path2D lines
2019-08-17Improve timeline drawing in the animation editorHugo Locurcio
A small arrow-like icon is now drawn at the top of the timeline. The timeline is now also wider as to be more visible.
2019-08-08Add particles icon to CPUParticlesCameron Reikes
2019-08-04Make keyframes easier to select in the animation easierHugo Locurcio
Keyframe SVG icons are now 10×10 instead of 8×8 (except for Bezier-related icons). This makes them easier to select since the empty space is part of the clickable area. Selected keyframes are now also visually larger to make them easier to distinguish from unselected keyframes. This closes #27276.
2019-07-29Make the expand icon in the bottom panel always be the sameMichael Alexsander Silva Dias
2019-07-24added pointMesh primitiveclayjohn
2019-07-19Adds contextual item in scene tree dock to wrap selection in a new nodeJulian Murgia
Fixes #20187
2019-07-13Remove unused Vulkan iconHugo Locurcio
This icon was likely added to be used in the renderer selection dropdown, but now that the GLES2 and GLES3 icons have been removed in favor of just using text, it'll probably never be used.
2019-06-28Add support for creating editor icons per moduleAndrii Doroshenko (Xrayez)
The functionality is similar to how `doc_classes` are retrieved per module. The build system will search for custom icons path defined per module via `get_icons_path()` method in `config.py` or default icons path. If such paths don't exist, only the editor's own icons will be built. Most module icons were moved from editor/icons to respective modules.
2019-06-23Display invalid value keys in AnimationTrackEditRémi Verschelde
Godot 2.1 and 3.0 had this feature but it was lost in the rewrite of the animation editor in 3.1. Drop unused KeyValid icon, since all valid keys now have a custom type icon.
2019-06-20Merge pull request #24116 from Calinou/editor-theme-improved-checkbuttonsRémi Verschelde
Improve CheckButtons in the default editor theme
2019-06-08Display a "loading" placeholder while icons are loading in the assetlibHugo Locurcio
2019-06-03added MultiMeshInstance2D node for using MultiMesh in 2Dclayjohn
2019-06-03Better visual shader iconMichael Alexsander Silva Dias
Closes #20695.
2019-04-30Issue-28355 - show spaces in editormiwanczuk
2019-04-23Merge pull request #25510 from groud/tilemap_editor_enhancementHein-Pieter van Braam
Move some tilemap options to the toolbar
2019-04-15Icon was missingJuan Linietsky
2019-04-13Ability to create sprite frames in AnimatedSprite from sprite sheet.Juan Linietsky
2019-03-26Add a "Request Docs" button to code editor.Juan Linietsky
2019-01-30Move some tilemap options to the toolbarGilles Roudiere
2019-01-16Rename OrientedPathFollow to PathFollowOrientedDanilo Villa (Davi)
2019-01-08Removed splits in Polygon editor, replace by internal vertices and polygon ↵Juan Linietsky
support.
2018-12-02Improve CheckButtons in the default editor themeHugo Locurcio
2018-10-19Add icon_script_extend & update the icon @runtimeWill Nations
2018-10-16Switch unoptimized handlers from spatial editor viewport to optimized onesMichael Alexsander Silva Dias
2018-10-05Added noise texture icon, fixes #22704qonnop
2018-10-02Merge pull request #21421 from YeldhamDev/mult_view_changesRémi Verschelde
Small improvements to the Spatial Editor's multiple viewport mode
2018-09-28SCons: Build thirdparty code in own env, disable warningsRémi Verschelde
Also remove unnecessary `Export('env')` in other SCsubs, Export should only be used when exporting *new* objects.
2018-09-22Icon for TextFilesPaulb23
2018-09-16Improve checkboxes in the default editor themeHugo Locurcio
2018-09-13Use plain text instead of icons for video driver toggleRémi Verschelde
Fixes #21660, supersedes and closes #21724.
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-08-29Ported CPU particles to 2DJuan Linietsky
2018-08-25Small improvements to the Spatial Editor's multiple viewport modeMichael Alexsander Silva Dias
2018-08-09Merge pull request #20585 from MarianoGnu/tileset_editorJuan Linietsky
New TileSet Editor
2018-08-09too much information, made it less informationJuan Linietsky
2018-08-09New TileSet EditorMAriano Javier Suligoy
2018-08-09Information sign for MarianoGNUJuan Linietsky
2018-08-06Added proper import support for 3D and Array texturesJuan Linietsky
2018-07-27Running builder (content generator) functions in subprocesses on WindowsViktor Ferenczi
- Refactored all builder (make_*) functions into separate Python modules along to the build tree - Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere - Introduced stub to use the builders module as a stand alone script and invoke a selected function There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp) on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky builds. Running all such content generators in a new subprocess instead of directly inside the build script works around the issue. Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle. Suggested workaround did not fully work either. Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of running a cross-compilation on Windows they would still be used, but likely it will not happen in practice. What counts is that the build itself is running on which platform, not the target platform. Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
2018-07-23Implemented Soft bodyAndreaCatania
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer
2018-07-19-Project/Editor settings now use new inspectorJuan Linietsky
-Project/Editor settings now show tooltips properly -Settings thar require restart now will show a restart warning -Video driver is now visible all the time, can be changed easily -Added function to request current video driver
2018-07-18Several improvements to editor inspector usability and styleJuan Linietsky
2018-07-16Finally figured out how to implement AnimatedTexture properly.Juan Linietsky
2018-07-15Added small icon to expand the bottom panel (and shortcut too)Juan Linietsky
2018-07-14Visual Shaders are back.Juan Linietsky
2018-07-12Merge pull request #19540 from muiroc/cylinderMax Hilbrunner
Cylinder resource and collision shape (bullet only)