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path: root/editor/plugins
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2017-04-25Settings: Moving Poly Editor into Editors categoryRamesh Ravone
2017-04-23Fixed convert indent and trim whitespace on savePaulb23
2017-04-23Fix cursor position on indent convertPaulb23
2017-04-20Merge pull request #8417 from neikeq/hello-thereRémi Verschelde
External editor improvements and fixes
2017-04-18Merge pull request #8424 from Paulb23/convert_indentRémi Verschelde
Support for space indentation
2017-04-18Convert indent on savePaulb23
2017-04-18Added support for space indentationPaulb23
2017-04-17ScriptEditor: Fixes bug where menu option would be handled twiceIgnacio Etcheverry
2017-04-17External editor improvements and fixesIgnacio Etcheverry
Notable changes: - Now ScriptLanguages have the option to override the global external editor setting. If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used. - Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`. - `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from. Fixes: - Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor. - Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit. - `Script::get_member_line()` now returns -1 ("found nothing") by default.
2017-04-16Added ability to convert indent typePaulb23
2017-04-10Merge pull request #8342 from volzhs/error-signal-dndRémi Verschelde
Fix signal error when starting editor
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
2017-04-10Fix signal error when starting editorvolzhs
need to merge #8198 to work properly
2017-04-08Particle system is complete. Rejoice!Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-04-06Fix highlight typosupaiku
2017-03-30Merge pull request #8173 from RandomShaper/improve-tile-paletteRémi Verschelde
Several enhancements for the tile map editor
2017-03-27Several enhancements for the tile map editorPedro J. Estébanez
Allow sorting tile palette by name Allow hiding tile ids in tile palette
2017-03-27Merge pull request #8169 from RandomShaper/fix-uniform-moveRémi Verschelde
Include uniform (Shift down) mode in only-one-Node2D dragging
2017-03-27Include uniform (Shift down) modePedro J. Estébanez
in only-one-Node2D dragging
2017-03-24Merge pull request #8115 from RandomShaper/improve-snappingRémi Verschelde
Improved 2D snapping behavior
2017-03-24Merge pull request #8109 from RandomShaper/warped-panningRémi Verschelde
Implement warped mouse panning for 2D & 3D editors
2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-24Improved 2D snapping behaviorPedro J. Estébanez
Make snapping affect nodes created by drag & drop Make snapping for a single Node2D refer to its pivot Refactor duplicate drag setup code Replace one occurrence of the old set_pos by set_position
2017-03-22Implement warped mouse panning for 2D & 3D editorsPedro J. Estébanez
Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future
2017-03-13Fix drag and drop on 2d viewportvolzhs
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
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
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.