Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-03-05 | Fix BaseButton not always calling _pressed() | bncastle | |
Fix "ui_accept" action in BaseButton.cpp not calling _pressed() func in GDScript | |||
2018-02-16 | 2D editor GUI input rework. Changes are: | Gilles Roudiere | |
- The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally | |||
2018-01-28 | Allow focus on disabled buttons | Hein-Pieter van Braam | |
This behavior better matches other gui toolkits. A selected disabled button still can't be interacted with but it can now be selected. This seems to be what QT and GTK do also. This fixes #16131 | |||
2018-01-09 | Fix signal arguments shadowing member variables | Rémi Verschelde | |
Fixes #10212. | |||
2018-01-06 | Remove button from button_group when free | volzhs | |
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. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-21 | Consistent display of shortcut names in tooltips | poke1024 | |
2017-09-26 | Fix toggle mode of BaseButton. | Ferenc Arn | |
..which got broken with #11480. | |||
2017-09-21 | Ensure pressed is set to false in BaseButton::_unpress_group. | Ferenc Arn | |
2017-08-31 | Fix inconsistent toggle button behavior | Matthias Hoelzl | |
2017-08-27 | Dead code tells no tales | Rémi Verschelde | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-05 | Renames properties and methods to avoid ambiguities | Ignacio Etcheverry | |
- Method Node2D.scale(Vector2) renamed to Node2D.apply_scale(Vector2) - Property BaseButton.is_pressed renamed to BaseButton.pressed | |||
2017-07-19 | Add object type hint for docs | Poommetee Ketson | |
2017-06-03 | InputEvent: Renamed "pos" property to "position" | Andreas Haas | |
Make the naming consistent with other classes. | |||
2017-05-20 | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | |
this might cause bugs I haven't found yet.. | |||
2017-04-10 | Prevent to uncheck selected item with button group | volzhs | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-05 | A 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 | |||
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-02-13 | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | |
This saves typing and is a step towards fixing #56 | |||
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | |||
2017-01-13 | Renamed button functions to be more verboes, same with Range unit value -> ratio | Juan Linietsky | |
2017-01-13 | New API for visibility in both CanvasItem and Spatial | Juan Linietsky | |
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience | |||
2017-01-10 | Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵ | Juan Linietsky | |
being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete! | |||
2017-01-08 | Removed the "released" signal from button, it's pointless now that ↵ | Juan Linietsky | |
button_down and button_up exist. | |||
2017-01-08 | renamed joystick to joypad everywhere around source code! | Juan Linietsky | |
2017-01-08 | renamed _input_event for GUI events to _gui_input, so it's more ↵ | Juan Linietsky | |
differentiated than generalized _input | |||
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | |
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS() | |||
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde | |
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | |||
2016-10-10 | Button focus hovering | Anthony Fieroni | |
Signed-off-by: Anthony Fieroni bvbfan@abv.bg | |||
2016-08-26 | Add button_down and button_up signals | George Marques | |
2016-07-21 | Implement missing ShortCuts in CanvasItemEditor | Ignacio Etcheverry | |
2016-07-01 | Fixed the order of input, reverts #4384, closes #5361 | Juan Linietsky | |
2016-06-27 | Figured out a way to fix event propagation for shortcuts and some other ↵ | Juan Linietsky | |
cases so they properly stop shortcuts if a modal window is open, closes #4848 | |||
2016-06-23 | Make button aware of it being dragged and reset state, closes #4178 | Juan Linietsky | |
2016-06-11 | BaseButton: Add identifier for shortcut in tooltip | Ignacio Etcheverry | |
2016-06-04 | -customizable shortcuts in editor | Juan Linietsky | |
-editor settings now save to .tres instead of .xml -buttons can now hold a shortcut | |||
2016-05-23 | GUI Focus mode improvements | Zher Huei Lee | |
Exposed `get_focus_mode()` to the script Added `focus_mode` to the property panels for line-edit and sliders Added `enabled_focus_mode` to the property panels for buttons enabled_focus_mode is used when button is enabled/disabled | |||
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-09-26 | Fix BaseButtons remaining pressed when hiding them while pressing them down | eska | |
2015-06-29 | Several performance improvements, mainly in loading and instancing scenes ↵ | Juan Linietsky | |
and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report. | |||
2015-05-29 | Fixed ui_accept problem. It's possible now to make a custom ui_accept action ↵ | krzycho | |
event and pull it. | |||
2015-04-18 | Updated copyright year in all headers | Juan Linietsky | |
2015-03-02 | Register CheckBox class to create it using editor. | Mariano Javier Suligoy | |
2014-12-02 | -fixes to vmethod for button | Juan Linietsky | |