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2018-04-04Update transform buttons in tile editor while using T, A, S shortcuts (fixes ↵Alexander Alekseev
#17962)
2018-04-04Merge pull request #17863 from covariantlabs/add-move-selected-tilesRémi Verschelde
Add functionality to move selected tiles in tile map editor
2018-04-04Merge pull request #17923 from Paulb23/add_abstract_syntax_highlighterRémi Verschelde
Abstracted the syntax highlighter from text edit.
2018-04-04Add functionality to move selected tiles in tile map editorMartin Rieke
This change adds a new entry "Move Selection" to the "Tile Map" menu in the tile map editor. It allows the user to easily move as set of selected tiles.
2018-04-03Merge pull request #17832 from YeldhamDev/popups_size_fixRémi Verschelde
Fixed some popups not shrinking their size back when losing items
2018-04-03Merge pull request #17865 from delftswa2018/enumLookupFixRémi Verschelde
Ctrl+Clicking a enum now scrolls down to it in the docs.
2018-04-03Ctrl+Clicking a enum now scrolls down to it in the docs.Felix Yang
2018-04-03Merge pull request #17935 from Rubonnek/remove-unneeded-sortRémi Verschelde
Removed unneeded sort from SpriteFramesEditor plugin
2018-04-02Removed unneeded sort from SpriteFramesEditor pluginWilson E. Alvarez
2018-04-02Abstracted the syntax highlighter from text editPaulb23
2018-04-01Mesh: fix crash when creating mesh outline from QuadMeshPoommetee Ketson
Since create_outline can only make outline for PRIMITIVE_TRIANGLES, when QuadMesh (which is PRIMITIVE_TRIANGLE_FAN) is used to create outline, will leave `arrays` empty, and crash when it is being indexed for "indices" subarray. This PR shows error when there's only one surface and it is not TRIANGLES. Also prevent the crash if it has more than one surface and none of them are TRIANGLES (and any other cases that could leave `arrays` empty) by checking the size of `arrays` == 8 before indexing it, since the method seems to expect `arrays` to be of that size.
2018-03-28Fixed some popups not shrinking their size back when losing items.Michael Alexsander Silva Dias
2018-03-28Merge pull request #17785 from Rubonnek/simplify-canvas-item-logicGilles Roudiere
Simplify CanvasItemEditor anchor drag logic
2018-03-28Enable snapping in 2D when control key pressedChaosus
2018-03-26Simplify CanvasItemEditor anchor drag logicWilson E. Alvarez
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
2018-03-17Fixes scrollbars in Canvas Item EditorGilles Roudiere
2018-03-13Merge pull request #16971 from Noshyaar/tilemapRémi Verschelde
TileMap: add fix_invalid_tiles
2018-03-13Merge pull request #16978 from Noshyaar/tmscRémi Verschelde
Add icon to TileMapEditor popupmenu
2018-03-13Merge pull request #17013 from Noshyaar/themeRémi Verschelde
Update icons when theme changed
2018-03-13Merge pull request #17104 from Faless/assetlib_more_threadsRémi Verschelde
More threading in AssetLib
2018-03-13Merge pull request #17116 from poke1024/fix16734Rémi Verschelde
Fix round preview getting square on "run scene" (issue 16734)
2018-03-13Merge pull request #17154 from Hinsbart/fix_text_editor_settingsRémi Verschelde
ScriptEditor: Use EditorSettings instead of hardcoded values in constructor.
2018-03-13Merge pull request #17166 from Noshyaar/tilemap2Rémi Verschelde
TileSet&TextureRegion: fix error when getting nonexistent tile
2018-03-13Merge pull request #17172 from StateOff/add_show_axis_optionsRémi Verschelde
Add "Show Origin" and "Show Viewport" options to 2D Editor Viewport
2018-03-13Merge pull request #17184 from Noshyaar/tilemap3xRémi Verschelde
TileSetEditorPlgn: use EditorHandle icon as handle
2018-03-13Merge pull request #17381 from poke1024/fix-anim-scrubRémi Verschelde
AnimationPlayer: fix scrubbing after play backwards
2018-03-12ScriptTextEditor: fix capitalize offsetPoommetee Ketson
2018-03-09AnimationPlayer: fix scrubbing after play backwardsBernhard Liebl
2018-03-07FIX to broken item select list (zoom and RMB)Ranoller
FIX to #17346. Compiled and tested.
2018-03-05In CanvasItemEditor, prioritize selected itemsBernhard Liebl
2018-03-02Add "Show Origin" and "Show Viewport" options to 2D Editor ViewportBlazej Floch
2018-03-02TileSetEditorPlgn: use EditorHandle icon as handlePoommetee Ketson
2018-03-02TileSet&TextureRegion: fix error when getting nonexistent tilePoommetee Ketson
2018-03-01ScriptEditor: Use EditorSettings instead of hardcoded values in constructor.Andreas Haas
2018-02-28Fix various valgrind reported uninitialized variable usesHein-Pieter van Braam
2018-02-28Fix round preview getting square on "run scene" (issue 16734)poke1024
2018-02-28More threading in AssetLibFabio Alessandrelli
AssetLib now uses thread as requested to download previews and items
2018-02-27TileSetEditorPlgn: Fix a leakPoommetee Ketson
2018-02-25Update icons when theme changedPoommetee Ketson
2018-02-25Add a split editor to polygon 2D UV editor, moving an inch closer to adding ↵Juan Linietsky
support for in the future
2018-02-24Add icon to TileMapEditor popupmenuPoommetee Ketson
2018-02-24TileMap: add fix_invalid_tilesPoommetee Ketson
2018-02-23Refactor version macros and fix related bugsRémi Verschelde
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were several places hardcoding their own variant of the version string, potentially with bugs (e.g. forgetting the patch number when defined). The new logic defines: - VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1) - VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch', depending on whether the latter is defined (e.g. 3.1.4) - VERSION_FULL_CONFIG, which contains the version status (e.g. stable) and the module-specific suffix (e.g. mono) - VERSION_FULL_BUILD, same as above but with build/reference name (e.g. official, custom_build, mageia, etc.) Note: Slight change here, as the previous format had the build name *before* the module-specific suffix; now it's after - VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed with "Godot v" for readability Bugs fixed thanks to that: - Export templates version matching now properly takes VERSION_PATCH into account by relying on VERSION_FULL_CONFIG. - ClassDB hash no longer takes the build name into account, but limits itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant for the API hash). - Docs XML no longer hardcode the VERSION_STATUS, this was annoying. - Small cleanup in Windows .rc file thanks to new macros.
2018-02-22Ability to edit Polygon2D shape from within the UV editor, this will ↵Juan Linietsky
eventually make it possible to in the future.
2018-02-22Merge pull request #16888 from GodotExplorer/debugger-improvement-2Rémi Verschelde
Fix builtin script cannot open from debug stacks
2018-02-212D Skeletons WORK IN PROGRESSJuan Linietsky
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-21Enable snapping when control key pressedChaosus