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path: root/tools/editor/connections_dialog.cpp
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2017-01-16Style: Cleanups, added headers, renamed filesRémi Verschelde
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
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.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky
container!
2017-01-08PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky
item_pressed, closes #3188
2017-01-05Editor settings categories are now tidy and beautiful!Juan Linietsky
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!
2016-10-04ConnectionDialog: Don't allow connecting to a Node without a script if ↵Andreas Haas
target method is invalid. Shows a warning now. Fixes #6656
2016-08-06Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky
support, but VisualScript should be more or less done!
2016-07-15Perform connect when double click a node on connecting signal windowvolzhs
2016-06-20i18n: Improve a couple English stringsRémi Verschelde
2016-06-13Merge pull request #5165 from neikeq/pr-issue-5116Juan Linietsky
ConnectionsDock: Double click to create and go to signal connection
2016-06-11Rewrote ConnectionsDialog to use containers, should work fine on HiDPI, ↵Juan Linietsky
closes #5608
2016-06-12ConnectionsDock: Double click to create and go to signal connectionIgnacio Etcheverry
2016-06-04Created a NodeDock with signals and groupsJuan Linietsky
2016-06-03Signals became a tabJuan Linietsky
added icons to contextual scene tree menu
2016-05-21i18n: Second pass at proofreadingRémi Verschelde
Mostly removing commented out strings, plus a few critical ones that should not be translated.
2016-05-21i18n: Proofreading of all stringsRémi Verschelde
Done to ensure that no important identifiers are translatable, to fix compound strings using the new vformat() function, and some general English proofreading here and there.
2016-05-03Modified editor strings to be translatable in the futureJuan Linietsky
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-23-Fixes a bunch of stdout errors, closes #2763 closes #2731Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-11-23Add ability to set oneshot connection from EditorFranklin Sobrinho
2015-06-24fix connection dialog bugJuan Linietsky
2015-06-24added ability to define signals in scriptJuan Linietsky
closes #2175
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-04-08Changed popup_centered by popup_centered_minsize in editor dialogsFranklin Sobrinho
2015-03-17Area2D can now detect overlap with other areasJuan Linietsky
this should make everything simpler, specially for newcomers to Godot
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky