Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |||
2017-02-27 | Add disabled tabs | Ray Koopa | |
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 | 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! | |||
2016-05-01 | Tabs: Fix align issue with right/close buttons | Rémi Verschelde | |
The stylebox around the close button was badly centered. There were also bad margins applied when using right buttons. | |||
2016-05-01 | Tabs: cleanup code, no functional change | Rémi Verschelde | |
Some dead code removed, a few cosmetic changes. | |||
2016-05-01 | Tabs: Fix navigation buttons overlap when resizing | Rémi Verschelde | |
It was not taking into account the minimum width of the stylebox. Fixed by factorizing some duplicate code. | |||
2016-05-01 | Tabs: Fix icon size not taken into account for offset | Rémi Verschelde | |
Fixes #4107. | |||
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-01-26 | Remove strand debug print, fix #3473 | George Marques | |
2016-01-22 | -Improved tab visibility, fixes #3314 | Juan Linietsky | |
2016-01-13 | Properly fix tab scrolling, fixes #3128, fixes #3314 | Juan Linietsky | |
2016-01-10 | -Make a rare corner case where disabling/reenabling mipmaps causes invalid ↵ | Juan Linietsky | |
texture state. Fixes #3102 | |||
2016-01-06 | Merge pull request #3159 from neikeq/tab_close_icon | Rémi Verschelde | |
Add tab close icon to the default theme | |||
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-29 | Add tab close icon to the default theme | Ignacio Etcheverry | |
2015-12-14 | -implement arrows on tabs, when too many tabs are present, fixes #2806 | Juan Linietsky | |
2015-11-18 | Merge pull request #2635 from StraToN/tabs-buttons | Juan Linietsky | |
Fixed bug : both tab buttons appearing hovered | |||
2015-11-18 | -fixed tabs | Juan Linietsky | |
2015-10-19 | Fixed minor bug : quicklty pointing alternatively Script button and Close ↵ | Julian Murgia - StraToN | |
button on a tab showed both buttons as hovered | |||
2015-08-18 | Added close button to tab. Added 4 display policies for this close button ↵ | Julian Murgia - StraToN | |
(show always, show never, show active tab only, show hover). Set the scene tabs in editor to follow the hover policy. | |||
2015-07-26 | QOL, script buttons in scene tabs | Juan Linietsky | |
2015-07-24 | -added icons for root node types on tabs | Juan Linietsky | |
2015-06-22 | Multiple 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 | |||
2015-04-18 | Updated copyright year in all headers | Juan Linietsky | |
2014-08-28 | add/fix GDScript bindings for add_tab/remove_tab | Dana Olson | |
closes #651 | |||
2014-02-09 | GODOT IS OPEN SOURCE | Juan Linietsky | |