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path: root/editor/scene_tree_editor.cpp
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2018-10-14fixed visibility toggle with node selectionQbieShay
before this PR toggling visibility of not selected nodes would toggle the visibility of the whole selection. This PR changes this behaviour, so if visibility is toggled on a node that it is not selected, the visibility toggle will happen only on this node. No changes to the behaviour of when one of the selected nodes has visibility toggled: they still toggle all together
2018-09-14Refactor editor icon retrievalwillnationsdev
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-08-23Fix update 2D view on selections in scene treeAlexander Holland
2018-06-27Changes to how node paths are selected from property, allowing setting a hint.Juan Linietsky
2018-06-07Entirely new (and much improved) animation editor.Juan Linietsky
2018-05-29Minor changes to the Scene and Canvas editors' tooltips.Michael Alexsander Silva Dias
2018-05-15Respect visibility change by Scene dock when using Sync Scene Changesvolzhs
Fix #18757 with keeping a feature introduced at 8343c9fbd
2018-05-03Check invalid node namevolzhs
2018-02-25Update icons when theme changedPoommetee Ketson
2018-02-20Draw relationship line on scene tree dock if option is onvolzhs
2018-02-18Merge pull request #15235 from sersoong/master-batchtoggleRémi Verschelde
Enhanced Toggle Visibility button in scene tree editor
2018-01-05Add missing copyright headers and fix formattingRémi 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.
2018-01-04Enhanced Toggle Visibility buttonsersoong
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-16Merge pull request #14652 from hoelzl/pr-moved-instanced-childrenRémi Verschelde
Prevent users from moving instanced children
2017-12-14Updated iconsDaniel J. Ramirez
[ciskip]
2017-12-14Prevent users from moving instanced childrenMatthias Hoelzl
2017-12-10Fix SceneTreeEditor crashing when calling _deselect_itemsStefano Bonicatti
The crash can be triggered for instance by trying to reparent a node and clicking on the background of the Reparent Node window.
2017-11-26Scene Tree Dock: added ability to deselect items when clicking on empty spaceDmitry Koteroff
2017-11-20Merge pull request #12359 from kubecz3k/spatial-lockRémi Verschelde
ability to lock spatial nodes transform in editor
2017-11-15When script changes, defer tree updating. Fixes #9704Juan Linietsky
2017-11-11ability to lock spatial nodes transform in editorJakub Grzesik
2017-10-12Added and improved some icons, plus some other minor visual fixes.Daniel J. Ramirez
2017-09-25Removed most of the custom colors from the interface.Daniel J. Ramirez
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.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
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/
2017-08-20SceneTreeEditor: Fix node_selected signal emission.Andreas Haas
Fixes #10131
2017-08-08Several ui improvements (mostly margins)Daniel J. Ramirez
Improved colors Added some missing icons
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-07-17Subscene icon tooltip updateJakub Grzesik
Subscene tooltip text changed to 'Open in Editor' closes #9667
2017-07-15Lots of work on Audio & Physics engine:Juan Linietsky
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
2017-07-03Clicking on subscene icon will open itJakub Grzesik
All options are moved into RMB menu
2017-07-03Update visibility icon properlyvolzhs
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-04-26Tree: Ability to add tooltips to TreeItem buttons.Andreas Haas
Adds a tooltip parameter to `TreeItem::add_button()` and set a few tooltips in the Project settings and SceneTree dock.
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
2017-04-03Make buttons closer in Scene treevolzhs
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.