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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
2017-01-08renamed _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!
2016-01-22-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
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-14-implement arrows on tabs, when too many tabs are present, fixes #2806Juan Linietsky
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
2015-06-22Multiple 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
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky