Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-07-29 | Remove useless variable and line in OptionButton | NilsIrl | |
2019-07-29 | Change if to switch in OptionButton | NilsIrl | |
2019-07-01 | Remove unnecessary code and add some error explanations | qarmin | |
2019-06-09 | Connect OptionButton selection to menu's "index_pressed" signal | James Buck | |
Simplifies code and fixes bug where only the first item with a given ID could be selected. | |||
2019-05-31 | Improvements to incremental search | Tomasz Chabora | |
2019-05-09 | Change "ID" to lowercase "id" | Aaron Franke | |
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json. | |||
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 | |||
2019-04-22 | Fix popup visibility for OptionButton, MenuButton and ColorPickerButton | Nikolay Neupokoev | |
Hide popup when its button or another parent object is hidden Fixes #26937 | |||
2019-02-11 | Fixes differences between docs and item_selected and item_focused signals in ↵ | azagaya | |
optionbutton Description in docs about item_selected and item_focused signals in optionbutton is fixed to match the real behaviour. Also, get_item_index function is added. | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-12-11 | Enable toggle behaviour for buttons that trigger popups | Michael Alexsander Silva Dias | |
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. | |||
2018-07-14 | Visual Shaders are back. | Juan Linietsky | |
2018-05-08 | Add default paramater value for OptionButton::add_icon_item | Geequlim | |
2018-04-09 | Add support for radio-looking items with icon | Pedro J. Estébanez | |
Letting users of `PopupMenu` use them. `OptionButton` was one of those interested and is updated in this commit. Fixes #18063. | |||
2018-03-27 | Use radio-button-like menu entries where applicable | Pedro J. Estébanez | |
2018-02-23 | Add item_focused signal to OptionButton | Fabio Alessandrelli | |
And id_focused to Popupmenu. | |||
2018-02-19 | Fixes OptionButton selection index being reset to zero at instanciation | Alexander Alekseev | |
Bug: engine tries to set selected item before items were added during save scene/run project, because of wrong properties order. Fixes #10213. | |||
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 | |||
2018-01-05 | 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! | |||
2017-12-25 | Added "get_popup" method for OptionButton and minor changes. | Michael Alexsander Silva Dias | |
2017-12-10 | fix certain popup close clicks with popup buttons | Bernhard Liebl | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg | |
Fixes #10244. | |||
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-07 | Makes all Godot API's methods Lower Case | Indah Sylvia | |
2017-07-18 | Added separators using StyleBoxLine, some theme style fixes, added variant icon | Daniel J. Ramirez | |
2017-07-11 | [#7212] Fixed missing 'Variant' return values in documentation. | ducdetronquito | |
2017-05-03 | Revert "Add new editor and default theme (WIP)" | volzhs | |
This reverts commit f045efe007cffb87238ee519b7f33d710814ded7. | |||
2017-04-27 | Add new editor and default theme (WIP) | Daniel J. Ramirez | |
2017-04-10 | Rename [gs]et_pos to [gs]et_position for Controls | Sergey Pusnei | |
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005 | |||
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 | |||
2017-01-08 | PopupMenu now emits both index_pressed and id_pressed instead of ↵ | Juan Linietsky | |
item_pressed, closes #3188 | |||
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! | |||
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-28 | Add missing argument names in GDScript bindings | Rémi Verschelde | |
All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place). | |||
2015-12-13 | ability to export scene to zip | Juan Linietsky | |
2015-04-18 | Updated copyright year in all headers | Juan Linietsky | |
2014-11-05 | SceneMainLoop -> SceneTree | Juan Linietsky | |
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around | |||
2014-02-09 | GODOT IS OPEN SOURCE | Juan Linietsky | |