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path: root/editor/project_manager.cpp
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2017-11-20Pass engine name and version parts as proper stringsRémi Verschelde
Removes the need for _MKSTR all over the place which has the drawback of converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing a compilation error.
2017-11-14Move singleton management from ProjectSettings to EngineLeon Krause
2017-11-09Fixed project manager and dialog fonts.Daniel J. Ramirez
2017-10-29Fix typo in project managerRémi Verschelde
[ci skip]
2017-10-26Add language option button to project managersheepandshepherd
Closes #4901
2017-10-11Merge pull request #11998 from ↵Rémi Verschelde
DmitryKrutskikh/filter-input-events-in-project-manager-3-0 Skip unhandled input events on asset library tab. (3.0) [ci skip]
2017-10-10Skip unhandled input events on asset library tab.DmitryKrutskikh
2017-10-09Merge pull request #11718 from poke1024/retinaRémi Verschelde
Fixes some retina problems on multi monitor setups
2017-10-05Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky
to has_setting. Fixes #11844
2017-10-05fixes several scaling problems on multi monitor retina/non-retina setups on OS XBernhard Liebl
2017-09-29EditorSettings: Move interface/ properties to interface/editorAndreas Haas
Fixes inconsistent behaviour where clicking on the "Interface" in the Editor Settings wouldn't collapse the category as is the case for all the other categories.
2017-09-26Merge pull request #11424 from groud/control_node_presetsRémi Verschelde
Implements set_margins_preset(...)
2017-09-23Improved New Project and Import project experienceDaniel J. Ramirez
2017-09-22Remove set_area_as_parent_rect and replace it by ↵Gilles Roudiere
set_anchors_and_margins_preset(PRESET_WIDE)
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-09-14Merge pull request #11031 from nabor/rename-dialogHein-Pieter van Braam
Added support to rename projects on manager
2017-09-13Deleted unnecessary printNabor Erices
2017-09-13Added a crash handler to dump the backtrace on Windows, Linux and OS XMarcelo Fernandez
2017-09-12Merge pull request #11058 from hpvb/fix-11043Rémi Verschelde
Don't set editor_hint true for project manager
2017-09-11Not found projects are grayed instead of removed at the Project ManagerMarcelo Fernandez
2017-09-10Don't set editor_hint true for project managerHein-Pieter van Braam
Due to this setting several callbacks get initialized but never used. For instance void discoverer_callback(). This callback only initializes the GDNativeSingletonDiscover *discoverer when called. This doesn't happen in project manager and this in turn causes a call to memdelete(NULL) which is invalid. This also seems to speed up startup a little. This fixes #11043 and fixes #10992
2017-09-06Added support to rename projects on managerNabor Erices
2017-08-31Contributors missing in project manager titleJuan Linietsky
2017-08-31Fixed problem with non triplanar UV2 mode as described in issue. Closes #9979Juan Linietsky
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-27Always size project icons to default icon sizeHein-Pieter van Braam
I wasn't able to reproduce the issue, but this should fix #10620
2017-08-25Editor: Add some more translatable strings.Andreas Haas
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/
2017-08-21Merge pull request #10433 from djrm/pr_svg_supportRémi Verschelde
SVG support
2017-08-21Tweak command-line arguments to make them more UNIX-likeHugo Locurcio
Also improves the command-line help text readability.
2017-08-20Added missing icon and svgs upscalingDaniel J. Ramirez
2017-08-20Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky
Adds Engine::is_editor_hint() method
2017-08-19Some control fixes and removed useless linesGilles Roudiere
2017-08-19Removes editor_hint from SceneTreeIgnacio Etcheverry
2017-08-19Adds editor_hint to Engine classIgnacio Etcheverry
2017-08-12Project manager UI displaced by long paths #10245Zher Huei Lee
2017-08-07ProjectManager: Show error dialog if unable to run project.Andreas Haas
2017-08-06Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTERBojidar Marinov
Closes #7695
2017-08-02Revert "Tweak command-line arguments to make them more UNIX-like"Juan Linietsky
2017-08-02Tweak command-line arguments to make them more UNIX-likeHugo Locurcio
Also improves the command-line help text readability.
2017-07-26Fix mutating project.godotPedro J. Estébanez
Namely: - comment block lost on first save; - config_version doubled as 3 and null on second save; - format change on first save.
2017-07-21updated project manager to use new project.godot valuesQuinn Yo
2017-07-11Include Git hash in the enginePoommetee Ketson
2017-06-07Automatically open new project after creating it in project manager.Nuno Donato
Fixes #9075
2017-06-04project manager, fixed siing of sort buttontoger5
2017-05-28-Added .hdr format supportJuan Linietsky
-Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-05-01Rename project file to "project.godot"Rémi Verschelde
Slimmed down variant from the reverted #8375. The rationale behind the name change is to give Godot's project file a unique extension (".godot") that can be registered on the OS to be associated with the Godot binary (OS registration not implemented here). This PR also adds the possibility to start the game or editor if launched with the project.godot passed as argument, which paves the way for allowing a similar behaviour on a double-click in the OS file manager (code originally by @Hinsbart). Closes #6915.
2017-04-29Revert "Use .godot as file extension for project files."Juan Linietsky