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path: root/tools/editor/property_editor.h
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2017-03-02Implement single-field property change for multinode editPedro J. Estébanez
2017-02-27Add menu item for file resources in the inspector to reveal them in the ↵Ray Koopa
FileSystem
2017-02-01Lot of work in new importer, importing textures now works.Juan Linietsky
2017-01-24Show transparency and accurate color for modulatevolzhs
2017-01-14Finish renaming *Frame GUI classes to *RectRémi Verschelde
ReferenceFrame had been overlooked, and the cpp files still used the old names. Also ripgrep'ed it all to find some forgotten references.
2017-01-12some class renamesJuan Linietsky
TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
2017-01-10It is now possible to name layers of different kinds!Juan Linietsky
2017-01-10Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky
being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
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!
2016-11-29Check keystore field when export Android release apkvolzhs
2016-09-12Modified resource menu for node scripts so it always goes through the new ↵Juan Linietsky
script wizard.
2016-08-23Proper function/property selection in visual script editing for property.Juan Linietsky
This one has an ordered list, built-in description, search, etc.
2016-08-03More progress on visual script editingJuan Linietsky
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
2016-05-11-begun implementing drag & drop editor wideJuan Linietsky
-filesystem dock dnd support -property list dnd support -scene tree dnd support
2016-05-03Changed barely visible PROPERTY_HINT_ALL_FLAGS buttons for checkboxesDaniel J. Ramirez
2016-05-01Add math/script expression evaluation in editor (#3620)Franco Eusébio Garcia
Rebase of #453
2016-03-09remove trailing whitespaceHubert Jarosz
2016-03-06Fix Project Settings dialog add/delete global variableFranklin Sobrinho
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
2016-01-12Better search for SectionedPropertyEditor, added "All" sectionFranklin Sobrinho
2016-01-10-Project settings can properly add/remove properties again, fixes #3177Juan Linietsky
2016-01-02-Ability to roll-back script-exported properties to their default value on ↵Juan Linietsky
the script, closes #2128
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-16small fix for undo redoJuan Linietsky
2015-12-15-split view of property editor and editor settingsJuan Linietsky
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
2015-11-21Implement name filter to PropertyEditorFranklin Sobrinho
- Add search bar to Inspector tab and to Project and Editor settings dialog
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!
2015-08-25Show documentation for properties on hover.Juan Linietsky
This works if the property has been documented (about half are at this point)
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
2015-01-03-fixed bug on focus capture, now respets line/text editJuan Linietsky
-when playing animations, property editor is now refreshed properly, fixes #1046
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
2014-05-14A bit of everything:Juan Linietsky
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
2014-02-27Auto select custom property value field when pop up, user can start typing ↵marynate
to change value right away.
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky