Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-12-28 | Rename empty() to is_empty() | Marcel Admiraal | |
2020-12-23 | Rename Control margin to offset | Marcel Admiraal | |
2020-12-14 | Rename AcceptDialog get_ok() to get_ok_button() | Marcel Admiraal | |
Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button() | |||
2020-12-09 | Cleanup unused engine code | Tomasz Chabora | |
2020-12-05 | Remove connect *_compat methods | Aaron Franke | |
2020-11-28 | Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-rework | Rémi Verschelde | |
Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts. | |||
2020-11-26 | [Complex Text Layouts] Refactor Font class, default themes and controls to ↵ | bruvzg | |
use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows. | |||
2020-11-23 | Implement new shortcuts system. | Eric M | |
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'. | |||
2020-11-23 | Added accept_event() calls for SceneTreeDock and BaseButton | Eric M | |
2020-11-18 | Fixed deletion of nodes with exported node paths | Marcus Brummer | |
2020-11-17 | Merge pull request #38201 from Calinou/editor-f2-rename-node | Rémi Verschelde | |
Require Ctrl for switching between editors, bind F2 to Rename Node | |||
2020-11-13 | SceneTree: Fix reparent crash with animation tracks renaming disabled | Rémi Verschelde | |
This check was there since the first commit in 2014, but a later feature added in 2018 with #17717 did not properly update the code while adding non animation-related code in `perform_node_renames`. Fixes #40532. | |||
2020-11-07 | Reorganized core/ directory, it was too fatty already | reduz | |
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code | |||
2020-10-26 | Fix error on attaching script | Gilles Roudière | |
2020-10-18 | Keep 'Editor Description' metadata when changing a Node's type | Gabriel Van Eyck | |
Also copy edit group/lock when replacing a Node3D | |||
2020-10-09 | Add ability to bind an unbind arguments to Callable. | reduz | |
2020-09-25 | Fixed renaming/moving of nodes with exported NodePaths | Marcus Brummer | |
2020-09-17 | Fix changing icons' colors when switch dark and light theme | booer | |
2020-07-24 | Fix TTR misuse | SkyJJ | |
2020-07-23 | Small naming and tooltip tweaks | Michael Alexsander | |
2020-07-21 | Remove duplicate node update call | Nehluxhes | |
2020-07-14 | Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵ | Stijn Hinlopen | |
resource depency dialogs). | |||
2020-07-02 | Merge pull request #40034 from hinlopen/fix-new-node-crash | Rémi Verschelde | |
Fix: Crash when trying to add new node | |||
2020-07-02 | Fix crash by calculating wrong size of array. | Stijn Hinlopen | |
2020-07-01 | Fix some popups menu missing screen transform. | Juan Linietsky | |
Closes #38591 | |||
2020-07-01 | Merge pull request #39954 from hinlopen/delete-nodes-msg | Rémi Verschelde | |
Delete Nodes message | |||
2020-07-01 | Deleting multiple nodes displays correct message. | Stijn Hinlopen | |
2020-06-30 | Add Control to preferred types | Stijn Hinlopen | |
2020-06-19 | Remove ToolButton in favor of Button | Hugo Locurcio | |
ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081. | |||
2020-06-09 | Fix scene tree showing up when the root selection is present | Michael Alexsander | |
2020-05-31 | Prevent crash attaching a script with no languages registered | Andrii Doroshenko (Xrayez) | |
2020-05-19 | Keep "lock" metadata when changing a Node's type, if applicable | Michael Alexsander | |
2020-05-15 | Replace 'add_child_below_node' with 'add_sibling' in Node | Dominik 'dreamsComeTrue' Jasiński | |
Fixes: #19642 | |||
2020-05-14 | Style: Enforce braces around if blocks and loops | Rémi Verschelde | |
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html | |||
2020-05-14 | Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks | Rémi Verschelde | |
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027. | |||
2020-05-11 | Merge pull request #38594 from Calinou/rename-clear-script-action | Rémi Verschelde | |
Rename the Clear Script editor action to Detach Script | |||
2020-05-10 | Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine | Rémi Verschelde | |
Part of #33027. | |||
2020-05-10 | Style: clang-format: Disable AllowShortIfStatementsOnASingleLine | Rémi Verschelde | |
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet. | |||
2020-05-09 | Rename the Clear Script editor action to Detach Script | Hugo Locurcio | |
This makes it more obvious that the script won't be modified in any way. See comments in #27813. | |||
2020-05-01 | Proper naming and ordering when Duplicate nodes | Dominik 'dreamsComeTrue' Jasiński | |
Fixes: #38162 | |||
2020-04-28 | Rename InputFilter back to Input | Rémi Verschelde | |
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690. | |||
2020-04-25 | Require Ctrl for switching between editors, bind F2 to Rename Node | Hugo Locurcio | |
Switching between editors now requires holding Ctrl to avoid conflicts with the new F2 shortcut. The asset library can now be accessed by pressing Ctrl + F4 on Windows and Linux, or Alt + 4 on macOS. This partially addresses #38139. | |||
2020-04-21 | Fix "Local" button not being pressed in the Scene dock on first run | Michael Alexsander | |
2020-04-06 | Remove Node.get_position_in_parent() | Tomasz Chabora | |
2020-04-02 | Replace NULL with nullptr | lupoDharkael | |
2020-03-27 | Renaming of servers for coherency. | Juan Linietsky | |
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files. | |||
2020-03-27 | Rename more 2D and 3D nodes to follow convention | Rémi Verschelde | |
Rename editor plugins to match the new node names. | |||
2020-03-27 | Renamed 2D and 3D nodes to make their types explicit | Juan Linietsky | |
Fixes #30736. | |||
2020-03-26 | Open sub-windows as embedded if the OS does not support them | Juan Linietsky | |
2020-03-26 | Popups are now windows also (broken!) | Juan Linietsky | |