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path: root/tools/editor/create_dialog.cpp
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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
2017-01-16Style: 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.
2017-01-13New API for visibility in both CanvasItem and SpatialJuan Linietsky
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
2017-01-10Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky
container!
2017-01-08Made Variant::NIL printable as "Null". Please everyone be on the lookout of ↵Juan Linietsky
bugs related to assigning an empty variant to a string, and expecting it to be not empty!
2017-01-08renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky
differentiated than generalized _input
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!
2016-09-13Added a generic AStar implementation to Godot.Juan Linietsky
It's pretty fast, use it for games where Navigation does not cut it.
2016-09-12Added favorites and recent history to create dialogJuan Linietsky
2016-08-23Making bits of docs appear in different dialogues is made easier with ↵Juan Linietsky
EditorHelpBit
2016-08-06removed extra printJuan Linietsky
2016-08-06Reverted printable null object, seems to cause bugs around and not sure why.Juan Linietsky
Will have to check better, likely for 3.0
2016-07-21Hide editor types from create node dialog, closes #3263Juan Linietsky
2016-07-18Add icon for root node in Create DialogGeorge Marques
Close #5766
2016-07-10Fix custom types showing on wrong dialogsFranklin Sobrinho
* The custom types are visible when the dialog is shown
2016-06-12Add subsequence search to toolsGeorge Marques
Add it to the following searches: - Create node. - Scene tree. - Inspector properties. - Classes list in help. - Quick open.
2016-06-04The create dialog starts collapsed now.Warlaan
The original behavior can be reactivated in the editor settings.
2016-06-02Added classes' short descriptions as tooltips in the create dialog.Warlaan
2016-05-27Changed import workflowJuan Linietsky
-Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
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
2016-02-27Completed the support for plugins! It is not possible to add plugins.Juan Linietsky
Not all APIs are provided yet, please request whathever you are missing. Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings. Have fun!
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-06-29Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky
and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-14missing changesJuan Linietsky
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-11-05SceneMainLoop -> SceneTreeJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
2014-09-24Changed GUI text to better match actionLuke Picciau
2014-02-20-run script in editorJuan Linietsky
-add search docs dialog that returns places string was found -added flash
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky