Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-28 | Signals: Port connect calls to use callable_mp | Rémi Verschelde | |
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.) | |||
2020-02-20 | Reworked signal connection system, added support for Callable and Signal ↵ | Juan Linietsky | |
objects and made them default. | |||
2020-02-15 | Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. | Juan Linietsky | |
2020-02-15 | Fix script icon not showing at startup bug | SkyJJ | |
2020-02-11 | Texture refactor | Juan Linietsky | |
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD | |||
2020-02-03 | Fix built-in script creation loading existing scripts by mistake | Michael Alexsander | |
2020-01-10 | Make ScriptCreateDialog's script valid message a bit more clearer | Michael Alexsander | |
2020-01-09 | Add option to disable loading scripts in ScriptCreateDialog | Michael Alexsander | |
2020-01-08 | Minor fixes for ScriptCreateDialog | Michael Alexsander | |
2020-01-03 | [Mono]: the C# script icon is now visible in the editor. | dankan1890 | |
2020-01-01 | Merge pull request #34721 from dankan1890/ext_fix | Rémi Verschelde | |
ScriptCreateDialog: Suggested language extension now matches the selected language. | |||
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. | |||
2020-01-01 | ScriptCreateDialog: Suggested language extension now matches the selected ↵ | dankan1890 | |
language. Fixes #34711 | |||
2019-11-20 | Fix some overflows and unitialized variables | Rafał Mikrut | |
2019-09-27 | Cleanup the "Attach Node Script" dialog | Michael Alexsander Silva Dias | |
2019-09-04 | Add overriden properties to the documentation | Bojidar Marinov | |
Fixes #31855 | |||
2019-08-22 | Allow to define and load script templates per project | Andrii Doroshenko (Xrayez) | |
Previously it was only possible to create custom script templates per editor instance which could lead to certain name collisions, but now one can create such templates per project tailored for specific use cases. The default path to search for custom script templates is defined in project settings via `editor/script_templates_search_path` setting as `res://script_templates` path, yet this can be configured per project. Templates have at most two origins now: 1. Project-specific, defined in `ProjectSettings`, for instance: - res://script_templates/ 2. Editor script templates, for instance: - %APPDATA%/Godot/script_templates/ As script templates can have the same name over different paths, the override mechanism was also added, enabling project-specific templates over the editor ones. | |||
2019-08-12 | Display language icons in script create dialog | Andrii Doroshenko (Xrayez) | |
2019-07-10 | Allow dots for class name in popup dialog | Ev1lbl0w | |
Signed-off-by: Ev1lbl0w <ricasubtil@gmail.com> | |||
2019-07-04 | Use CheckBoxes in the editor instead of CheckButtons when applicable | Hugo Locurcio | |
CheckButtons should only be used if toggling them has an immediate effect. Otherwise, CheckBoxes should be used. | |||
2019-06-29 | ScriptCreateDialog should emit the script_changed signal first | LikeLakers2 | |
2019-06-11 | Fix script create dialog | James Buck | |
- Correctly validate parent/class names - Trigger parent validation when selecting from buttons - Fix enabling/disabling parent buttons - Clear class name if not supported - Minor cleanup | |||
2019-05-02 | Hide "Built-in Script" option in the script creation dialog when not possible | Michael Alexsander Silva Dias | |
2019-05-02 | Make small changes to the script dialog | Michael Alexsander Silva Dias | |
2019-05-02 | Fix script dialog asking for correct inheritance when not needed | Michael Alexsander Silva Dias | |
2019-04-30 | Fix script dialog path validation to handle spaces correctly | DrNochi | |
2019-04-30 | Merge pull request #25708 from SeleckyErik/issue-25611-script_dialog_cursor | Rémi Verschelde | |
Moves cursor to and selects "new_script" in Create Script dialog | |||
2019-04-30 | Merge pull request #26022 from lupoDharkael/create-script | Rémi Verschelde | |
Add class tree selection to script inheritance selection | |||
2019-04-21 | Improve wording of various messages and make casing more consistent | Hugo Locurcio | |
This also adds the number of selected projects to the confirmation dialog that appears before removing projects. | |||
2019-02-20 | Add -Wshadow=local to warnings and fix reported issues. | marxin | |
Fixes #25316. | |||
2019-02-18 | Add class tree selection to script inheritance selection | lupoDharkael | |
2019-02-08 | Moves cursor to and selects "new_script" in Create Script dialog | Erik | |
When Create Script dialog pops up, the cursor in the Path LineEdit is moved to the "new_script" name placeholder and it is selected. | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-12-16 | Create built-in script properly | volzhs | |
2018-09-23 | Prevent built-in-scripts from being made from FileSystem dock | DualMatrix | |
Prevent built-in-scripts from being made from FileSystem dock | |||
2018-09-15 | Remove unnecessary "OK"s text settings | Michael Alexsander Silva Dias | |
2018-09-12 | Fix default script name in ScriptCreateDialog | Rémi Verschelde | |
It would default either to '.gd' when created from the script editor, or to 'res:///NodeName.gd' (three '/') when created from the scene tree dock. | |||
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi 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. | |||
2018-09-08 | Fix ScriptCreateDialog passing script w/ no filename | willnationsdev | |
2018-07-04 | Expose ScriptCreateDialog to EditorPlugin | willnationsdev | |
2018-03-15 | Merge pull request #17388 from Hinsbart/mono_class_name | Rémi Verschelde | |
Mono: Avoid invalid class names. | |||
2018-03-15 | Mono: Avoid invalid class names. | Andreas Haas | |
Disallow reserved keywords as class names and prefix base class with the Godot namespace if it's the same as the class name. Fixes #12483 | |||
2018-02-25 | Update icons when theme changed | Poommetee Ketson | |
2018-02-21 | Godot 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 | |||
2018-02-14 | Merge pull request #15544 from YeldhamDev/script_dialog_label_fix | Rémi Verschelde | |
Fixed "Attach Script" dialog's file dialog labeling | |||
2018-01-10 | Some small fixes for the "Attach Script" dialog. | Michael Alexsander Silva Dias | |
2018-01-10 | Fixed "Attach Script" dialog's file dialog labeling. | Michael Alexsander Silva Dias | |
2018-01-09 | Revert "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. | |||
2018-01-08 | Fix "Attach Node Script" inherits popup type | Jerome67000 | |
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. |