Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-09-17 | Fix changing icons' colors when switch dark and light theme | booer | |
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. | |||
2020-05-14 | 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. | |||
2020-05-09 | 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. | |||
2020-04-02 | Replace NULL with nullptr | lupoDharkael | |
2020-03-17 | Style: Set clang-format Standard to Cpp11 | Rémi Verschelde | |
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`. | |||
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2019-11-11 | fixes #33439. The feature now changes according to the feature profile. | Shivansh Anand | |
2019-10-23 | Add clear menu entries for extending and replacing scripts | Anubhab Ghosh | |
2019-09-27 | Placeholder dialog for editable children | Bhupendra Aole | |
Fire placeholder confirmation dialog box when editable children option is already checked. Fixes #28863 | |||
2019-07-19 | Adds contextual item in scene tree dock to wrap selection in a new node | Julian Murgia | |
Fixes #20187 | |||
2019-07-04 | Smarter node placement after duplicating | Tomasz Chabora | |
2019-07-02 | Merge pull request #19936 from Xrayez/collapse-button | Rémi Verschelde | |
Expand/collapse nodes recursively in scene tree dock | |||
2019-06-29 | SceneTreeDock will now only attach scripts to the selected node if the ↵ | LikeLakers2 | |
ScriptCreateDialog was opened from the SceneTreeDock | |||
2019-06-19 | Merge pull request #26748 from raphael10241024/instance | Rémi Verschelde | |
Fix editor crash when saving a scene containing an inherited scene instance. | |||
2019-05-28 | Merge pull request #28349 from KoBeWi/sprite_editor_mistake_eraser | Rémi Verschelde | |
Add undo for Sprite Editor | |||
2019-05-28 | Keep editable children on node duplicate | Tomasz Chabora | |
2019-04-23 | Add undo for Sprite Editor | Tomasz Chabora | |
2019-04-21 | Add ability to expand/collapse nodes recursively in scene tree dock | Andrii Doroshenko (Xrayez) | |
To expand or collapse the node recursively (all children), hold `Shift` button and click on the node's folding arrow. The popup menu option `Expand/Collapse All" checks whether any node is expanded or collapsed first and performs the opposite operation. That means if any children node is collapsed, it will first expand all nodes at selected node. Co-authored-by: Rikhardur Bjarni Einarsson (MunWolf) badulf96@gmail.com | |||
2019-04-08 | Add ability to edit editor feature profiles | Juan Linietsky | |
Allows enabling/disabling parts of the editor and storing/loading profiles for that. | |||
2019-03-18 | add check for inherted nodes when instance | yakun.zhang | |
2019-01-14 | Use SceneTreeDock to replace particles node properly, fixes #24162 | Juan Linietsky | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-10-16 | Use EditorQuickOpen dialog instead of EditorFileDialog when instancing a ↵ | Andrew McDonald | |
child scene. Addresses the bulk of #5180 | |||
2018-10-03 | Add a shortcut to the documentation in the scene tree RMB menu | groud | |
2018-09-17 | Added warning when disabling editable_instance | DualMatrix | |
Added warning when disabling editable_instance to prevent data loss. | |||
2018-08-08 | Add toggle for favorites in create_root_dialog. | willnationsdev | |
2018-07-24 | Merge pull request #19729 from razcore-art/rename-discard-instancing | Rémi Verschelde | |
Rename 'Discard Instancing' to 'Make Local' | |||
2018-07-15 | New option, make any node the new scene root. | Juan Linietsky | |
2018-07-15 | Small feature to help users understand the editor faster. | Juan Linietsky | |
2018-07-04 | Expose ScriptCreateDialog to EditorPlugin | willnationsdev | |
2018-06-25 | Rename 'Discard Instancing' to 'Make Local' | Răzvan C. Rădulescu | |
Rename the option in the right click menu in the Scene nodes because Discard Instancing is confusing (it could imply deleting the instance). I renamed it to Make Local which is used for example in Blender as well when talking about appending assets from other files. I think it's clearer. Or it can be renamed to Make Instance Local, but I thought it's a bit oo long so I went just with Make Local as this option appears in the menu only when the node is an instance anyway. | |||
2018-05-16 | Added Rename Context Menu Option for SceneTreeDock | Eoin O'Neill | |
2018-05-08 | Merge pull request #15928 from StateOff/feature_batch_rename | Rémi Verschelde | |
Implements "Batch Rename" editor tool. | |||
2018-02-21 | Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. | Juan Linietsky | |
2018-01-22 | Implements "Batch Rename" editor tool. | Blazej Floch | |
2018-01-11 | Fixes add script button update | Gilles Roudiere | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-17 | Show sub-resources as sub-menu | volzhs | |
2017-11-22 | Add editor setting to allow keep show local scene tree while debugger start. | geequlim | |
Rename editor setting scene_tree_refresh_interval to remote_scene_tree_refresh_interval. | |||
2017-11-19 | Let SceneTreeDock duplicate nodes via Node::duplicate() | Pedro J. Estébanez | |
Helps with #11182. | |||
2017-11-15 | Add support for remote debug in scene tree. | Juan Linietsky | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-26 | Cleanup tons of obsolete commented out code | Rémi Verschelde | |
Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings. | |||
2017-08-12 | Updated function argument names | Wilson E. Alvarez | |
2017-07-03 | Clicking on subscene icon will open it | Jakub Grzesik | |
All options are moved into RMB menu | |||
2017-06-05 | Quick access list to subresources on RMB | Juan Linietsky | |
2017-05-20 | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | |
this might cause bugs I haven't found yet.. | |||
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |