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path: root/editor/script_create_dialog.cpp
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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.