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path: root/tools/editor/editor_data.h
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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!
2016-09-10fix get_selected_nodes()Juan Linietsky
2016-07-08save the editor state of the right scene instead of currentMarianoGNU
2016-07-08Save all edited scenes when Runing (and auto-save is enabled). Fixes #4410MarianoGNU
2016-06-18Drop empty files that are not used anywhereRémi Verschelde
Part of #5272
2016-04-02Enables the possibility of editing on multiple plugins at same time on same ↵hodes
object type.
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!
2016-02-27First attempt at making a more useful EditorPlugin API. Still undocumented, ↵Juan Linietsky
but feedback welcome!
2016-01-23-Fixed revert scene, should work proprely now, fixes #2782Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-13-scenes are properly reloaded when a dependency changes, fixes #2896Juan Linietsky
(it's clevery done so local changes to scenes are kept even if unsaved)
2015-12-09-ability to change scripts in external editor and still have properties ↵Juan Linietsky
reloaded in godot UI, fixes #3003
2015-09-01-removed resources dock, good bye old friendJuan Linietsky
2015-08-25Multiple, simultaneous node editing spuport!!Juan Linietsky
..but will you be brave enough to try it? :)
2015-08-02Live edit WORK IN PROGRESSJuan Linietsky
1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
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
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky