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path: root/editor/script_create_dialog.cpp
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2018-02-21Godot now allows built-in irrespective of the filepath.Anish
Since the file in the filepath is irrelevant when setting the file as built-in, changes have been made to allow setting to built-in even if the file in the path exists. Fixes #16425
2018-02-14Merge pull request #15544 from YeldhamDev/script_dialog_label_fixRémi Verschelde
Fixed "Attach Script" dialog's file dialog labeling
2018-01-10Some small fixes for the "Attach Script" dialog.Michael Alexsander Silva Dias
2018-01-10Fixed "Attach Script" dialog's file dialog labeling.Michael Alexsander Silva Dias
2018-01-09Revert "Fix "Attach Node Script" inherits popup type"Rémi Verschelde
This reverts commit 227238b4246d335910c364188ce9233fc70ddc65. This dialog is used to both open and create scripts, so it needs to have the features of the save dialog.
2018-01-08Fix "Attach Node Script" inherits popup typeJerome67000
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.
2018-01-04Fix crash in OS::execute on FreeBSDRémi Verschelde
As spotted by @robfram, closes #15288. Also reviewed other uses of `if (String.find(.*))` for potential similar mistakes, found a wrong (and useless) one in ScriptEditorDialog.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-16Merge pull request #14551 from volzhs/ok-alert-confirmRémi Verschelde
Pressing Enter key creates or loads script on Attach script window
2017-12-16Merge pull request #14645 from volzhs/focus-after-selectRémi Verschelde
Focus path field after seleting file browser on Attach script window
2017-12-15ScriptCreateDialog: Fix loading scripts with named classes.Andreas Haas
We only need to validate the class name when creating a new script, existing scripts already have one. Fixes #14643 Supersedes/Closes #14684
2017-12-14Focus path field after seleting file browser on Attach script windowvolzhs
2017-12-11Pressing Enter key creates or loads script on Attach script windowvolzhs
2017-11-19Use new XDG folders to dehardcode pathsRémi Verschelde
2017-11-17EditorSettings: Rename settings_path to settings_dirRémi Verschelde
Also to prepare for upcoming refactoring for XDG support.
2017-11-10Some fixes and improvements.Daniel J. Ramirez
Changed FileDialogs for EditorFileDialogs in EditorNode. Updated CheckButton.
2017-10-24Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialogIgnacio Etcheverry
- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it. - ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
2017-10-21File names for scripts can include '-'Jakob Sinclair
Fixes #12261 Signed-off-by: Jakob Sinclair <sinclair.jakob@mailbox.org>
2017-09-01Fix detectin of existing file being a dir in new script creation, closes #9958Juan Linietsky
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-25Fixed several memory leaksWilson E. Alvarez
2017-08-21Removed unnecessary assignmentsWilson E. Alvarez
2017-07-31Some theme and usability improvementsDaniel J. Ramirez
Fixed create script editor dialog not changing extension Options menu for inspector element is bigger
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-09ScriptCreateDialog: Fix regressions from #9536Poommetee Ketson
2017-07-07ScriptCreateDialog: fix open error crash, remember templatePoommetee Ketson
2017-07-01Script create diag: Show extensions for currently selected language only.Andreas Haas
2017-06-24Capitalize template names in script dialog.Andreas Haas
2017-06-13Add ability to use custom script templates.Andreas Haas
Templates will be loaded from .godot/script_templates For now they're disabled for GDNative. Ideas for further improvements: - Add a "Save as Template" option to the script editor, as it can normally only save to res:// - Support more placeholders / custom placeholders
2017-05-22Fix errors on engine startup.Andreas Haas
Fixes a bunch of the most spammy console errors introduced by recent refactorings: - `AudioServerState` does not exist, this was the reference to it in the source. The surrounding code made it clear that `AudioServerLayout` was meant to be used instead. - `StreamCSVTranslation` same here, it's the only reference. I went with `Translation` here, but I'm not 100% sure on this one. - Some methods have been moved from `Texture` to `Image`, but the old bindings were still there. - A few `name == ""` errors related to duplicating nodes.
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.
2017-04-15Added the ability to select files as base when creating scriptsmbalint12
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06Editor: Use GDScript as the default language in ScriptCreateDialog.Andreas Haas
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.