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path: root/tools/editor/property_editor.cpp
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2016-01-23-Fixes a bunch of stdout errors, closes #2763 closes #2731Juan Linietsky
2016-01-23Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2016-01-23-Support the TRNS flag on libpng, fixes #3097Juan Linietsky
2016-01-23Revert "Better search for SectionedPropertyEditor, added "All" section"Juan Linietsky
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
2016-01-15Add a visual editor to color picker.MarianoGNU
2016-01-12Better search for SectionedPropertyEditor, added "All" sectionFranklin Sobrinho
2016-01-11Merge pull request #3302 from MarianoGnu/bug_fixing2Rémi Verschelde
Allow to paste resources in inspector when text_hint indicates multip…
2016-01-10-Project settings can properly add/remove properties again, fixes #3177Juan Linietsky
2016-01-10Allow to paste resources in inspector when text_hint indicates multiple typesMarianoGNU
2016-01-02-Fix global transform cache not being cleared in 2D nodes, fixes many editor ↵Juan Linietsky
bugs, closes #2115
2016-01-02-Ability to roll-back script-exported properties to their default value on ↵Juan Linietsky
the script, closes #2128
2016-01-02Properly hide assign/clear dialog, closes #2295Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-16small fix for undo redoJuan Linietsky
2015-12-16added labels to sections and propertiesJuan Linietsky
2015-12-15-split view of property editor and editor settingsJuan Linietsky
2015-12-13Fix array editor NodePath being relative to editorFranklin Sobrinho
2015-12-12Merge pull request #2933 from TheHX/pr-shader-loaderJuan Linietsky
Fix shader loading, making possible load .shd and .sgp from editor
2015-12-11-remove (can be added back in editor settings) icons from property editorJuan Linietsky
-remove ".." from file dialog when opening res://, fixes #2994
2015-12-03Make ItemListEditor plugin functionalFranklin Sobrinho
2015-11-27Fix shader loading, making possible load .shd and .sgp from editorFranklin Sobrinho
2015-11-23Fix property editor Matrix3 and Matrix32 editingFranklin Sobrinho
2015-11-22Better PropertyEditor searchFranklin Sobrinho
2015-11-21Implement name filter to PropertyEditorFranklin Sobrinho
- Add search bar to Inspector tab and to Project and Editor settings dialog
2015-11-13-better integration of ndee's themeJuan Linietsky
2015-10-17remove unpexpected revert button, fixes #2614Juan Linietsky
2015-10-16Merge branch 'master' of https://github.com/okamstudio/godotMarianoGNU
# Solved Conflicts: # tools/editor/property_editor.cpp
2015-10-10Large improvements on scene packing and managementreduz
-Ability to edit and keep changes of instanced scenes and sub-scenes -Ability to inherit from other scenes
2015-08-30Merge branch 'master' of https://github.com/okamstudio/godotMariano Javier Suligoy
# Solved Conflicts: # tools/editor/property_editor.cpp # tools/editor/property_editor.h
2015-08-29Edit default values. WARNING!!!Mariano Javier Suligoy
Do not merge these changes, default values are not compiled into shaders yet!
2015-08-29-added hints to sprite v/hframes, fixes truncation problemJuan Linietsky
-removed an error being printed often unnecesarly about missing child
2015-08-25make sure array is created if not existing, as noted by Guilherme FelipeJuan Linietsky
2015-08-25Show documentation for properties on hover.Juan Linietsky
This works if the property has been documented (about half are at this point)
2015-08-25Ability to edit all kinds of arrays from the property editor.Juan Linietsky
Yes, I'm trying to convince you to test the alpha release by adding all these now :)
2015-08-25Multiple, simultaneous node editing spuport!!Juan Linietsky
..but will you be brave enough to try it? :)
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.
2015-06-22Multiple 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
2015-06-14missing changesJuan Linietsky
2015-06-06new file dialog!Juan Linietsky
-ItemList control for easier lists/thumbnails -New file dialog, with support for thumbnails, favorites, recent places, etc -Moved .fscache out of the project, no more bugs due to committed/pulled .fscache! -Dir dialog now sorts directories
2015-05-25improved animation editorJuan Linietsky
-same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-04-08Changed popup_centered by popup_centered_minsize in editor dialogsFranklin Sobrinho
2015-03-23Camel casing being capitalized only happens in the inspector now.Nathan Warden
2015-03-16New option to send canvas to render bufferJuan Linietsky
allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D.
2015-03-10increase minimum range in property editor a bitJuan Linietsky
2015-03-09lot of work on 2D lighting and isometric mapsJuan Linietsky
added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
2015-03-02support for 2D shadow castersJuan Linietsky
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
2015-01-03Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky