Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-07-29 | Expose _clips_input as a virtual function, closes #15358 | Juan Linietsky | |
2018-07-24 | Opens the menu with the same parent on mouse focus | Guilherme Felipe | |
2018-07-20 | -Fix tooltips in inspector, now they show as rich text. | Juan Linietsky | |
2018-07-05 | Merge pull request #19351 from guilhermefelipecgs/fix_reversed_text | Max Hilbrunner | |
Fixes to the new inspector | |||
2018-07-04 | Fixes to the new inspector | Guilherme Felipe | |
- Fix inspector dock not updating tree for main resource; - Fixes the inspector input text reverted during typing; - Add method bind for "refresh" used by MultiNodeEdit; | |||
2018-07-04 | Fixes control nodes size not updated when outside the tree | groud | |
2018-07-04 | Merge pull request #19782 from Calinou/fix-control-pixel-snap-rounding | Rémi Verschelde | |
Fix control pixel snap rounding using floor() instead of round() | |||
2018-07-03 | Merge pull request #18634 from groud/fix_control_child_of_node2d | Max Hilbrunner | |
Fixes the bad calculation of margin & anchors when child of Node2D | |||
2018-07-01 | Fix performance for godot's interface | Guilherme Felipe | |
2018-06-27 | Changes to how node paths are selected from property, allowing setting a hint. | Juan Linietsky | |
2018-06-26 | Fix control pixel snap rounding using floor() instead of round() | Hugo Locurcio | |
This resulted in small leftwards/upwards movement of controls being faster than it should be. This closes #19763. | |||
2018-06-07 | Fixes the bad calculation of margin & anchors when child of Node2D | groud | |
2018-06-06 | Fix #16069, #19292, #19267 and #18940 | Guilherme Felipe | |
2018-05-17 | -Ability to open resources in the same window | Juan Linietsky | |
-Plenty of fixes and improvements to new inspector -Fixes that were needed to make inspector work better | |||
2018-05-15 | -New inspector. | Juan Linietsky | |
-Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) - | |||
2018-04-13 | Merge pull request #17502 from groud/2Deditor_rect | Juan Linietsky | |
Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent | |||
2018-04-10 | Merge pull request #17081 from endragor/no-press-when-scroll | Rémi Verschelde | |
Make Button not emit press when container is scrolled | |||
2018-04-09 | Make BaseButton not emit press when container is scrolled | Ruslan Mustakov | |
This fixes the problem described in #13996 in a proper way. This also adds "deadzone" property to ScrollContainer. It can be used on mobile, where taps are not as precise as mouse clicks. Player could slightly move their finger when tapping, in which case we still want the button to be pressed rather than the container to be scrolled. | |||
2018-04-08 | Merge pull request #16574 from isaacremnant/better_grow_direction | Juan Linietsky | |
Added GROW_DIRECTION_BOTH for controls | |||
2018-04-03 | Remove the selection rect for nodes that do not require it | Gilles Roudiere | |
2018-02-19 | Merge pull request #16566 from groud/gui_input_rework | Rémi Verschelde | |
2D Editor GUI input rework | |||
2018-02-18 | Force controls to save rect_clip_content since they do not all default to false. | isaacremnant | |
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 | |||
2018-02-12 | Implements #16546 by adding GROW_DIRECTION_BOTH which allows a control to ↵ | isaacremnant | |
grow from its center. | |||
2018-01-18 | Fix typos in code and docs with codespell | Rémi Verschelde | |
Using v1.11.0 from https://github.com/lucasdemarchi/codespell | |||
2018-01-13 | Fix get_parent_range to return 0 when there is no parent | Ruslan Mustakov | |
Fixes #15635 | |||
2018-01-13 | Small fix for Control bindings | letheed | |
2018-01-12 | Bind many more properties to scripts | Bojidar Marinov | |
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added | |||
2018-01-11 | Fixes nodes being resized or moved when changing an anchor | Gilles Roudiere | |
2018-01-05 | Fix theme inheritance | Fabio Alessandrelli | |
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! | |||
2017-12-17 | Fix Clip Content property is not saved | volzhs | |
2017-12-10 | fix certain popup close clicks with popup buttons | Bernhard Liebl | |
2017-11-19 | Rework the canvas_item API for further improves to the canvas item editor | Gilles Roudiere | |
2017-11-16 | Add manual overrides for focus_next and focus_previous on controls similar ↵ | Saracen | |
to what can already be done with focus neighbours. | |||
2017-11-10 | Unify degree members and properties | letheed | |
2017-11-10 | Remove deprecated rotation methods | letheed | |
2017-10-22 | Bind unbound enums, rearrange some by value | Poommetee Ketson | |
2017-09-27 | Fixes set_anchors_and_margins_preset() | Gilles Roudiere | |
2017-09-22 | Remove set_area_as_parent_rect and replace it by ↵ | Gilles Roudiere | |
set_anchors_and_margins_preset(PRESET_WIDE) | |||
2017-09-22 | Implements set_margins_preset(...) | Gilles Roudiere | |
2017-09-20 | Rename pos to position in user facing methods and variables | letheed | |
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is. | |||
2017-09-14 | also loop for classes if there is no coustom theme fixes #11250 | toger5 | |
2017-09-08 | Fix serveral recent new clang-format errors | Hein-Pieter van Braam | |
2017-09-07 | Restored auto snapping of controls to pixels, fixes #10847 and probably ↵ | Juan Linietsky | |
several more issues. Made it optional in the project settings but defaults to true. | |||
2017-08-29 | DocData and type hints fixes | Ignacio Etcheverry | |
- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant. | |||
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-24 | Convert Object::cast_to() to the static version | Hein-Pieter van Braam | |
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/ | |||
2017-08-22 | Removed unnecessary returns and break statements | Wilson E. Alvarez | |