Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-08-28 | Fix some corner cases in the `Menu/OptionButton` item auto-highlight | Michael Alexsander | |
2022-08-26 | Merge pull request #64768 from bruvzg/popups_hide_if_visible | Rémi Verschelde | |
2022-08-24 | Merge pull request #64635 from YeldhamDev/menu_buttons_popup_fix | Rémi Verschelde | |
Make `Menu/OptionButton` item auto-highlight behave better | |||
2022-08-23 | Add some codes, returnes directly if the value is not changed. | 风青山 | |
Avoid executing the following value-changed logics if the value does not really change. | |||
2022-08-23 | Hide MenuButton / OptionButton popup on click if it's already visible. | bruvzg | |
2022-08-19 | Make `Menu/OptionButton` item auto-highlight behave better | Michael Alexsander | |
2022-08-18 | Implement `MenuBar` control to wrap `PopupMenu`s or native menu, use native ↵ | bruvzg | |
menu for editor. | |||
2022-07-29 | Remove Signal connect binds | Juan Linietsky | |
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind() | |||
2022-05-12 | Capitalize/fix some property enum hints | FireForge | |
2022-04-05 | [Input] Add extra `shortcut_input` input processing step to process Unicode ↵ | bruvzg | |
character input with Alt / Ctrl modifiers, after processing of shortcuts. | |||
2022-03-07 | Fix typo in BaseButton shortcut context methods | Hugo Locurcio | |
2022-03-04 | Add optional constructor arguments to more Control nodes | Hugo Locurcio | |
This can be used to make editor code more compact. However, as of writing, these constructor arguments cannot be used from the scripting API. This was already provided for Label and CheckBox, but it was missing for other Control nodes where it made sense to provide a default value. | |||
2022-02-15 | Use `switch` consistently in `_notification` (`scene` folder) | Rémi Verschelde | |
2022-02-06 | Make popups from `MenuButton`, `OptionButton`, and submenus obey the layout ↵ | Michael Alexsander | |
direction | |||
2022-01-25 | Make popup menus focus items automatically when not using the mouse | Michael Alexsander | |
2022-01-08 | Merge pull request #54647 from rafallus/fix/popupmenu_ids | Rémi Verschelde | |
Fix `PopupMenu` items id range in inspector | |||
2022-01-07 | Fix `PopupMenu` items id range in inspector | rafallus | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-06 | Rename "items_count" property to "item_count" | Aaron Franke | |
2021-11-04 | Add missing argument names for bindings in GDExtension | Rémi Verschelde | |
2021-11-03 | Implement inspector property array for `PopupMenu` and `MenuButton` | rafallus | |
2021-09-21 | Fix RTL layout Label text, VBox child, 3D node editor controls, and popup ↵ | bruvzg | |
menu alignment. | |||
2021-09-17 | Merge pull request #49376 from menip/OptionButtonFix | Rémi Verschelde | |
2021-08-30 | Make Color Picker, Menu Button, Option Button consider camera position scale ↵ | menip | |
for popup position. | |||
2021-08-28 | Add support for internal nodes | kobewi | |
2021-08-23 | Entirely removes BIND_VMETHOD in favor of GDVIRTUAL | reduz | |
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now. | |||
2021-08-16 | Fix MenuButton not emitting about_to_popup signal | Haoyu Qiu | |
2021-08-09 | Added EditorCommandPalette | Bhuvan Vemula | |
2021-07-26 | Make `switch_on_hover` work on embedded windows | Michael Alexsander | |
2021-07-22 | Make `MenuButton`'s `switch_on_hover` work again | Michael Alexsander | |
2021-04-05 | Fix crashes in *_input functions | Rafał Mikrut | |
2021-02-09 | Initialize class variables with default values in scene/ [2/2] | Rafał Mikrut | |
2021-01-01 | Update copyright statements to 2021 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆 | |||
2020-11-23 | Add is_valid() check for InputEventKey in CanvasItemEditor. | Eric M | |
2020-11-23 | Implement new shortcuts system. | Eric M | |
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'. | |||
2020-10-21 | Remove printing of windowpos/screenpos in MenuButton | Yuri Roubinsky | |
2020-10-13 | Remove redundant property "enabled_focus_mode" | FIF15 | |
Fixes #41529. | |||
2020-05-14 | Style: Enforce braces around if blocks and loops | Rémi Verschelde | |
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html | |||
2020-05-14 | Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks | Rémi Verschelde | |
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027. | |||
2020-03-26 | Fixes to X11, still pretty broken | Juan Linietsky | |
2020-03-26 | Popups have also been converted to windows | Juan Linietsky | |
Controls using the old modal API have been replaced to use popups. | |||
2020-03-26 | Open sub-windows as embedded if the OS does not support them | Juan Linietsky | |
2020-03-26 | Popups are now windows also (broken!) | Juan Linietsky | |
2020-03-26 | Added a Window node, and made it the scene root. | Juan Linietsky | |
Still a lot of work to do. | |||
2020-02-28 | Signals: Manually port most of remaining connect_compat uses | Rémi Verschelde | |
It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one). | |||
2020-02-20 | Reworked signal connection system, added support for Callable and Signal ↵ | Juan Linietsky | |
objects and made them default. | |||
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. | |||
2019-04-29 | Make buttons that trigger popups have the same scale | Michael Alexsander Silva Dias | |
2019-04-29 | Merge pull request #28205 from mikolasan/26937-hide-popup-menu | Rémi Verschelde | |
Hide popup menu when OptionButton is hidden | |||
2019-04-25 | Merge pull request #22301 from YeldhamDev/button_popup_highlight | Rémi Verschelde | |
Enable toggle behaviour for buttons that trigger popups |