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path: root/editor/scene_tree_dock.cpp
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2017-11-20Merge pull request #11940 from GodotExplorer/debuggerRémi Verschelde
Enhanced debugger for godot 3.0
2017-11-20Merge pull request #12359 from kubecz3k/spatial-lockRémi Verschelde
ability to lock spatial nodes transform in editor
2017-11-20Merge pull request #13041 from RandomShaper/unify-node-duplicateRémi Verschelde
Let SceneTreeDock duplicate nodes via Node::duplicate()
2017-11-19Let SceneTreeDock duplicate nodes via Node::duplicate()Pedro J. Estébanez
Helps with #11182.
2017-11-19Fix #10798: Fixes Change Type does not change iconOrkun
Problem : While replacing old node properties with new ones, we also copy meta data of old node's icon Solve: don't copy meta so don't override _editor_icon
2017-11-17Move the remote scene tree to the scene tree dock.Geequlim
Ignore all script constants in the global section of the breakpoint stack. Check property size before send to avoid too large of data be sent. Fix crash while clear the remote objects from the debugger.
2017-11-16Merge pull request #12976 from Paulb23/scene_tree_add_undo_issue_6125Rémi Verschelde
Fixed scene tree updating when undo/redo root node creation, issue 6125
2017-11-16Fixed scene tree updating when undoing root node creation, issue 6125Paulb23
2017-11-15Add support for remote debug in scene tree.Juan Linietsky
2017-11-13Duplicate signals fixesChaosus
2017-11-12Fixed scene tree not updating when undo/redo delete of root node, issue 3642Paulb23
2017-11-11ability to lock spatial nodes transform in editorJakub Grzesik
2017-11-08Editor: Update 2D viewport and inspector selection on delete. Fix #12591.mhilbrunner
2017-10-31Use node name as default filename when attaching script.Benjamin
When attaching a script to a node that isn't saved to a scene file, use its name as default filename. If the edited scene's root node *has* been saved to a file, use that directory.
2017-09-29create dialog search preferrence fixes: #11697toger5
2017-09-18Fixed a lot of HiDPI metrics.Daniel J. Ramirez
2017-09-12Merge pull request #11007 from saltares/issue-9988Rémi Verschelde
Renames _add_child_below_node() to add_child_below_node(). Fixes #9988.
2017-09-12Merge pull request #11026 from hpvb/fix-assign-in-ifRémi Verschelde
Remove assignment and declarations in if statements
2017-09-11Fix duplication of nodes resulting in shared metadataBojidar Marinov
Fixes #9547
2017-09-08Remove assignment and declarations in if statementsHein-Pieter van Braam
After discussing with @reduz and @akien-mga it was decided that we do not allow assignments or declarations in if statements. This PR removes the instances of this I could find by automated means.
2017-09-05Renames _add_child_below_node() to add_child_below_node(). Closes #9988.David Saltares
2017-08-30added icon updating to most ui elementstoger5
2017-08-29Improved and added some iconsDaniel J. Ramirez
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26Cleanup tons of obsolete commented out codeRémi Verschelde
Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings.
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/
2017-08-18Properly manage drawing of primitives when they lack an area, fixes #8930Juan Linietsky
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-07-28correct RMB options for instanced inherited sceneJakub Grzesik
When scene is inherited and later instanced as a part of another scene, only options related to instancing will be visible - same behavior as in 2.x closes #9901
2017-07-23Merge pull request #9706 from djrm/theme_fixesRémi Verschelde
Icons can now be added inside line edits (Search icon).
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-19Icons can now be added inside line edits (Search icon).Daniel J. Ramirez
Fixed window title bar margins. fixed compilation error
2017-07-14Fix uncheckable checkboxes in RMB menu. closes #9625Jakub Grzesik
2017-07-04fix for redundant RMB options for toplevel nodeJakub Grzesik
2017-07-03Clicking on subscene icon will open itJakub Grzesik
All options are moved into RMB menu
2017-06-05Quick access list to subresources on RMBJuan Linietsky
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-20Merge pull request #8631 from volzhs/editor-theme-customRémi Verschelde
New customizable editor theme
2017-05-09New customizable editor themevolzhs
2017-05-06Reworked look and feel of Add Script Dialog.Przemysław Gołąb (n-pigeon)
Untangled a lot of Controls logic code and placed it in one place. Which squashed few bugs and made code easier to maintain.
2017-05-03Revert "Add new editor and default theme (WIP)"volzhs
This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
2017-04-28Update editor themevolzhs
2017-04-27Add new editor and default theme (WIP)Daniel J. Ramirez
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
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-18Make Create New Node dialog resizable and burninate old dialogRay Koopa
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
2017-03-05Refactoring: 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.