Age | Commit message (Collapse) | Author |
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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.
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visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
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TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
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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!
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item_pressed, closes #3188
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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
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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()
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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!
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Fix scene tree drag & drop places node as child (#6912)
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Prevent to make UndoRedo for duplicate if no selected node
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Fix to focus or rename node by double click
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Ability to drag script files from Filesystem dock to SceneTree dock.
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Allows to attach scripts by dragging them onto the target Node.
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Make 'name_num_separator' a project setting
Make all node operations separator-aware
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script wizard.
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In 3D it will focus in the first viewport
Enable double click for trees
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-Added input selection nodes to visual script
-Added script create icon for those who miss it, will only appear when it can be used.
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Improved FileSystem dock "Instance" option
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Editor now has good refactoring tools, so this function is mostly obsolete
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* The custom types are visible when the dialog is shown
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
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Seen while checking for unused variables, which `child` was.
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cases so they properly stop shortcuts if a modal window is open, closes #4848
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closes #4628
-avoid editor scrollable areas to scroll if touchscreen ui hint is turned on
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added icons to contextual scene tree menu
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-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
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-Moved path box above in fs dock
-Remove up/down button and added reordering with DND of favorites
-Changed zoom icon to be centered vertically
-Made filter for files always visible
-Added some options to TextureFrame for better alignment/stretching
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fix #4723
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Mostly removing commented out strings, plus a few critical ones
that should not be translated.
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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.
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