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path: root/modules/gdscript/gd_editor.cpp
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2016-06-18Removed lots of printsDaniel J. Ramirez
2016-06-17reverted to ==, if a line is missing a statement, we'll have to make sure to ↵Juan Linietsky
add it
2016-06-17changed == for >= since some statements may not store a line (if line is empty)Juan Linietsky
this is added to #5204
2016-06-13Fix crash in code completionGeorge Marques
Fix #4641
2016-05-21First version of ProfilerJuan Linietsky
It is now possible to profile GDScript as well as some parts of Godot internals.
2016-02-20-Change link to new documentationJuan Linietsky
-fixed bug in tilemap collision debug
2016-02-11Merge pull request #3658 from Hinsbart/doc_joyeventRémi Verschelde
doc: use correct identifiers for InputEventJoystick{Motion, Button}
2016-02-10doc: use correct identifier for InputEventJoystick{Motion, Button}hondres
2016-02-09-Added missing functions to the doc, fixes #3583Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-28-Added proper code completion for singletonsreduz
2015-11-26Add script auto-completion for function parametersFranklin Sobrinho
2015-08-30detect node and variable assignments in _ready, _init, etc for further code ↵Juan Linietsky
completion
2015-06-27more code completion improvementsJuan Linietsky
-calltip dissapears with more types of keypresses or when pressing ')' -properly looks into autoloaded scripts or nodes with another script for script functions/variables/etc.
2015-06-26improved get_node(), connect(), etc code completion.Juan Linietsky
-properly completes text arguments -includes the "/root" autoloads
2015-06-22Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky
-ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
2015-04-18Merge pull request #1667 from TheHX/fix_multiline_stringsJuan Linietsky
Now the script editor highlight all lines of a multiline string
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-04-09Now the script editor highlight all lines of a multiline stringFranklin Sobrinho
2015-02-10fix typo in script templateHinsbart
2015-01-13fixesJuan Linietsky
2015-01-03-added new code completion guess locations, closes #1032Juan Linietsky
-moved commandline fix to mingw-only, should fix #1064
2014-12-21Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
Conflicts: modules/gdscript/gd_editor.cpp Improved code completion for InputEvent (shows members by type)
2014-12-20FixesJuan Linietsky
-=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes
2014-12-18-improved completion options for InputEvent, shows all event types nowJuan Linietsky
2014-12-16-fixed crash reported by n-pigeonJuan Linietsky
2014-12-16-fix compilation issueJuan Linietsky
-fix missing built-ins in completion -fix parse error
2014-12-16New Code CompletionJuan Linietsky
-=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
2014-12-08compilation fixJuan Linietsky
2014-12-08Small FixesJuan Linietsky
-=-=-=-=-=- -Bug in navmesh demo fixed -Bug in variant -Better Collada Exporter supports proper names of exported shapekeys
2014-12-07Batch of BugfixesJuan Linietsky
-=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
2014-11-02Bug FixesJuan Linietsky
-=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
2014-10-27-Much improvement to baked light bakerJuan Linietsky
-Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
2014-10-12Little BitsJuan Linietsky
-=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
2014-06-27Misc FixesJuan Linietsky
========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
2014-05-24Making Godot Easier to Use..Juan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-02-25-scripts are converted to bytecode on exportJuan Linietsky
-fix bug in doc where touchscreen events were not documented
2014-02-24-moved script to modulesJuan Linietsky