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path: root/scene/gui/tabs.cpp
AgeCommit message (Collapse)Author
2018-04-08Drag to rearrange Tabs and TabContainerianb96
2018-02-28Fix various valgrind reported uninitialized variable usesHein-Pieter van Braam
2018-01-12Bind many more properties to scriptsBojidar 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
2018-01-05Add missing copyright headers and fix formattingRémi 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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-11-18add scene button and tab scrollingIan
2017-10-22Bind unbound enums, rearrange some by valuePoommetee Ketson
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-11Merge pull request #10193 from kubecz3k/tab-click-signalRémi Verschelde
tab_clicked signal for Tabs
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-09tab_clicked signal for TabsJakub Grzesik
2017-08-05'tab_changed' signal after using 'set_current_tab'Jakub Grzesik
closes #10051
2017-07-28fix missing DEFVALAlexHolly
2017-07-23Tabs: expose tab_close_display_policy propertyPoommetee Ketson
2017-07-18Tabs enhancements: get_tab_rect(), move_tab_from_to()Jakub Grzesik
exposed: get_tab_rect(tab_idx) new and exposed: move_tab_from_to(idx_from, idx_to)
2017-07-10ability to reposition scene tabs with drag & dropJakub Grzesik
2017-06-16Enhance scene tabsvolzhs
- show scene thumbnail on hover - resize if has many tabs - show full scene file name with current edited scene - can be customized EditorSettings > Interface > Scene Tab - close scene with mouse middle button
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-06-03InputEvent: Renamed "pos" property to "position"Andreas Haas
Make the naming consistent with other classes.
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-09New customizable editor themevolzhs
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A 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
2017-02-27Add disabled tabsRay Koopa
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-08renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky
differentiated than generalized _input
2017-01-02ObjectTypeDB 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()
2017-01-01Welcome 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!
2016-05-01Tabs: Fix align issue with right/close buttonsRémi Verschelde
The stylebox around the close button was badly centered. There were also bad margins applied when using right buttons.
2016-05-01Tabs: cleanup code, no functional changeRémi Verschelde
Some dead code removed, a few cosmetic changes.
2016-05-01Tabs: Fix navigation buttons overlap when resizingRémi Verschelde
It was not taking into account the minimum width of the stylebox. Fixed by factorizing some duplicate code.
2016-05-01Tabs: Fix icon size not taken into account for offsetRémi Verschelde
Fixes #4107.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-26Remove strand debug print, fix #3473George Marques
2016-01-22-Improved tab visibility, fixes #3314Juan Linietsky
2016-01-13Properly fix tab scrolling, fixes #3128, fixes #3314Juan Linietsky
2016-01-10-Make a rare corner case where disabling/reenabling mipmaps causes invalid ↵Juan Linietsky
texture state. Fixes #3102
2016-01-06Merge pull request #3159 from neikeq/tab_close_iconRémi Verschelde
Add tab close icon to the default theme
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-29Add tab close icon to the default themeIgnacio Etcheverry
2015-12-14-implement arrows on tabs, when too many tabs are present, fixes #2806Juan Linietsky
2015-11-18Merge pull request #2635 from StraToN/tabs-buttonsJuan Linietsky
Fixed bug : both tab buttons appearing hovered
2015-11-18-fixed tabsJuan Linietsky
2015-10-19Fixed minor bug : quicklty pointing alternatively Script button and Close ↵Julian Murgia - StraToN
button on a tab showed both buttons as hovered
2015-08-18Added 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.
2015-07-26QOL, script buttons in scene tabsJuan Linietsky
2015-07-24-added icons for root node types on tabsJuan Linietsky
2015-06-22Multiple 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