Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-03-05 | Refactoring: rename tools/editor/ to editor/ | Rémi Verschelde | |
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful. | |||
2017-03-04 | Implements modules documents | Geequlim | |
Editor can generate documents for modules in thier own xml files | |||
2017-03-03 | Make Editor, Export and Project settings dialogs resizable and store their ↵ | Ray Koopa | |
bounds | |||
2017-03-02 | Implement single-field property change for multinode edit | Pedro J. Estébanez | |
2017-02-28 | Various fixes detected using PVS-Studio static analyzer. | Thaer Razeq | |
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements | |||
2017-02-27 | Merge pull request #7527 from RayKoopa/inspector_show_in_file_system | Rémi Verschelde | |
Add menu item in the inspector to show file in FileSystem | |||
2017-02-27 | Add menu item for file resources in the inspector to reveal them in the ↵ | Ray Koopa | |
FileSystem | |||
2017-02-27 | fix custom scene arguments from the editor | Benjamin Bäumler | |
sequel of #7347 Play edited scene and Play custom scene didn't worked when main_run_args hadn't $scene as argument. Changes/Fixes the way how the editor handles scene paths when starting the project/a scene Play the project - no scene path Play the edited scene - scene path of active scene in the editor Play custom scene - scene path of custom scene main_arg_runs is now empty by default and $scene won't be replaced by the scene path anymore Changed declaration if EditorRun::run, to remove a unused value | |||
2017-02-26 | Merge pull request #7857 from Hinsbart/external_script_break | Rémi Verschelde | |
Don't switch to script on breakpoint hit when using external editor. | |||
2017-02-26 | Merge pull request #7842 from Zylann/fix_line2d_editor | Rémi Verschelde | |
Fixed Line2D editor doesn't respond to input | |||
2017-02-23 | Merge pull request #7879 from bojidar-bg/fix-iphone-builds | Rémi Verschelde | |
Complete the globals.h -> global_config.h conversion | |||
2017-02-23 | Complete the globals.h -> global_config.h conversion | Bojidar Marinov | |
2017-02-21 | working on template validation | Juan Linietsky | |
2017-02-21 | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵ | Juan Linietsky | |
modified files) -.pck and .zip exporting redone, seems to be working.. | |||
2017-02-20 | Don't switch to script on breakpoint hit when using external editor. | Andreas Haas | |
Fixes #7705 | |||
2017-02-19 | Editor Export Settings Dialog is completed!! Now on to make some exporters.. | Juan Linietsky | |
2017-02-19 | Fixed Line2D editor doesn't respond to input | Marc Gilleron | |
2017-02-16 | Correct hash behavior for floating point numbers | Hein-Pieter van Braam | |
This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947. | |||
2017-02-15 | -begin of export work, not done yet | Juan Linietsky | |
-fixes to make scenes exported from godot 2.x work | |||
2017-02-14 | Merge pull request #7792 from Hinsbart/inputmap_fixes | Rémi Verschelde | |
ProjectSettings: InputMap dialog fixes | |||
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-02-13 | ProjectSettings: InputMap dialog fixes | Andreas Haas | |
Now the selection jumps to the correct action after a new event has been added. Also sets the default device id for Joypad button events to 0. | |||
2017-02-12 | Merge pull request #7352 from Zylann/polyline | Rémi Verschelde | |
Polyline | |||
2017-02-12 | Merge pull request #7789 from volzhs/update-script-button | Rémi Verschelde | |
Update attach/clear script tool bar icon in Scene panel | |||
2017-02-12 | Merge pull request #7772 from Limb/fixgiprobeeditor | Rémi Verschelde | |
Remove memdelete of button in GIProbeEditor exit | |||
2017-02-12 | Merge pull request #7768 from bojidar-bg/sc-multiple-names | Rémi Verschelde | |
Make _sc_ files work like ._sc_ | |||
2017-02-12 | Merge pull request #7757 from volzhs/save-debug-options | Rémi Verschelde | |
Save and restore debug options for each project | |||
2017-02-12 | Merge pull request #7740 from magyar123/master | Rémi Verschelde | |
Add editor option for closing the output when stopping the game. | |||
2017-02-13 | Update attach/clear script tool bar icon in Scene panel | volzhs | |
2017-02-09 | Remove memdelete of button in GIProbeEditor exit | Kenneth Lorthioir | |
This issue was causing a heap corruption on windows. | |||
2017-02-09 | Make _sc_ files work like ._sc_, fixes #7762 | Bojidar Marinov | |
2017-02-09 | Reorder the folders in tools to prepare moving tools/editor | Rémi Verschelde | |
- `certs` and `editor_fonts` go to `thirdparty` - `dist` and `scripts` go to a new `misc` folder - `collada` and `doc` go to `tools/editor` The next step will be to rename `tools/editor` to `editor` directly, but this will be done at the right time to avoid breaking too many PRs. | |||
2017-02-08 | Save and restore debug options | volzhs | |
2017-02-07 | Merge pull request #7709 from bojidar-bg/sort-scripts-by-path | Rémi Verschelde | |
Sort settings for scripts in the editor | |||
2017-02-06 | Add editor option for automatically closing the output when stopping the game. | mbalint12 | |
2017-02-06 | Several bugfixes, improving the import workflow | Juan Linietsky | |
2017-02-04 | Ensure proper config version when reading the new configuration file. | Juan Linietsky | |
2017-02-04 | Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.x | Juan Linietsky | |
2017-02-04 | completed scene importing (I hope?) | Juan Linietsky | |
2017-02-04 | fix continous reimport bug (i hope) | Juan Linietsky | |
2017-02-04 | Scene import more or less working, needs some missing features. | Juan Linietsky | |
2017-02-03 | OBJ file importing! | Juan Linietsky | |
2017-02-02 | wav file importing! | Juan Linietsky | |
2017-02-02 | Sort settings for scripts in the editor | Bojidar Marinov | |
2017-02-02 | Fix crash when saving root node by "Save Branch as Scene" with unsaved scene | volzhs | |
Fix #7667 (cherry picked from commit 43a2599801be348dfd41d928c7a66a590dbe8745) | |||
2017-02-02 | Merge pull request #7672 from Hinsbart/drag_crash | Rémi Verschelde | |
SceneTreeDock: Fix crash when dragging invalid nodes. | |||
2017-02-02 | Merge pull request #7670 from RandomShaper/load-placeholder-dup | Rémi Verschelde | |
Replicate load-as-placeholder state on node duplication | |||
2017-02-02 | Merge pull request #7666 from Paulb23/line_length_guideline | Rémi Verschelde | |
Fixed line lenght guideline, and added colour option | |||
2017-02-02 | Merge pull request #7648 from RayKoopa/add_remove_animation_warning | Rémi Verschelde | |
Added warning when removing animations | |||
2017-02-02 | Fix compile error | volzhs | |