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path: root/scene/gui/tree.h
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2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-06-25-Added folding to property editor, persistent on objects it editsJuan Linietsky
-Some changes to tree to support this properly
2017-06-04Removed stupid right arrow to edit resource. Now simply click it..Juan Linietsky
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-04-26Tree: Ability to add tooltips to TreeItem buttons.Andreas Haas
Adds a tooltip parameter to `TreeItem::add_button()` and set a few tooltips in the Project settings and SceneTree dock.
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
2017-03-03Fix wrong TreeItem reference after reconstructingvolzhs
2017-01-21WIP new AudioServer, with buses, effects, etc.Juan Linietsky
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
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()
2017-01-02Merge pull request #7382 from volzhs/fix-visibilityRémi Verschelde
Able to change visibility when ancestor node is hidden
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!
2016-12-28Show visual notice for visibility on Scene Dockvolzhs
2016-11-01Fix to focus or rename node by double clickvolzhs
2016-09-17Add scrolling to Tree control in Drag and Drop modePawel Kowal
2016-08-30More visual script improvementsJuan Linietsky
-Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-27Double click on scene tree element to focus currently selected nodeDaniel J. Ramirez
In 3D it will focus in the first viewport Enable double click for trees
2016-07-09Changed tree so shift-selection skips folded children, closes #5515Juan Linietsky
2016-06-15Adds the ability to draw parent-children relationship lines in scene tree editorUgisBrekis
Can be turned on/off in editor settings + line color change available as well
2016-05-15Experimental Right Mouse Button menu for SceneTreeJuan Linietsky
Will eventually replace the buttons of that dock, so please test it!
2016-05-14New reworked AnimatedSprite!Juan Linietsky
-New SpriteFrames editor, with support for drag&drop, multiple animation sets, animation speed and loop. -New AnimatedSprite, with support for all the new features! AnimatedSprite3D has not been updated yet. -Added support for drag&drop to other editors, such as resourcepreload, sample library, etc.
2016-05-11-begun implementing drag & drop editor wideJuan Linietsky
-filesystem dock dnd support -property list dnd support -scene tree dnd support
2016-05-01Add math/script expression evaluation in editor (#3620)Franco Eusébio Garcia
Rebase of #453
2016-03-12-Made editor support SSL certs by default (embedded them)Juan Linietsky
-Made asset sharing support https -Many fixes to HTTPRequest -Added an asset installer dialog -Visual cleanups to asset sharing tab -Fixed some issues in ScrollContainer, hope it does not break things -Asset sharing tab is not visible (hidden on purpose) for now.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-02-02-Add some offset to spinboxes in tree, so revert icon does not annoy much ↵Juan Linietsky
when pops up, fixes #3415
2016-01-23-Added a "modal_close" signal for controlsJuan Linietsky
-Used it to keep changes on lineedit when focused out
2016-01-23Revert "Tree and PropertyEditor confirm value change on focus loss"Juan Linietsky
2016-01-21Tree and PropertyEditor confirm value change on focus lossFranklin Sobrinho
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-10Spinbox: increase/decrease with mouse heldneikeq
2015-11-13-better integration of ndee's themeJuan Linietsky
2015-08-29-fixes to capture modeJuan Linietsky
-ability to drag spinboxes and tree ranges to change values, like in Unity or Unreal
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