79 Commits

Author SHA1 Message Date
0130bbfac0 Make sure scan happens after all nodes enter scene (including plugins), fixes #9286 2017-11-15 12:42:08 -03:00
2932cc79ee Update meshes when reimporting,
Save scene preview even when not doing save and play.
2017-11-12 13:41:44 -06:00
6361e24f29 Cleanup unnecessary debug prints 2017-10-21 20:41:07 +02:00
3d87b70f7a Added the set/get_setting function in Editor/Project settings. Renamed has() to has_setting. Fixes #11844 2017-10-05 15:34:34 -03:00
423ca9bcaf Fix import order, so scenes are imported after textures.
Also fix bugs when meshes are always generated.
2017-09-20 21:04:20 -03:00
25bfd49792 Merge pull request #10840 from rtroncoso/fix-reimporter-defaults-load
Fix importer not applying default settings
2017-09-01 08:05:41 +02:00
cdc6b41663 Fix importer not applying saved default settings on load 2017-08-31 20:19:57 -03:00
d39e79e7ec Fix issues regarding reload of resources in imported scenes. Closes #10017 2017-08-31 18:57:44 -03:00
181420f3b2 Added nice icon to show when a file is broken on import. 2017-08-29 20:17:59 -03:00
145ff58277 Fix constant reimport on broken files, closes #9930 2017-08-29 20:17:59 -03:00
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
33c1d25517 Several improvements and fixes to import system. Might fix many issues opened, but have to check in detail.. 2017-08-17 17:18:50 -03:00
2d0e7a521f Merge pull request #10345 from Hinsbart/remove_imported
Removing a Resource also deletes imported files.
2017-08-15 22:21:53 +02:00
a4f9c95169 Small fix for problem of nodes losing type, this is not good enough to solve a core reimport problem, but so far fixes #8116 2017-08-15 16:28:34 -03:00
155402dc1b Removing a Resource also deletes imported files. 2017-08-15 01:13:41 +02:00
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
85945e4367 Added a .gdignore check to ignore specific folders. Closes #8461 2017-08-06 11:43:48 -03:00
66009706c9 -Ability to set default import presets for type
-More presets for scene importer
-Option in scene importer to export root nodes as separate scenes
-Fixed MeshInstance preview
2017-07-23 18:50:25 -03:00
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
49c7620326 Add object type hint for docs 2017-07-19 02:03:34 +07:00
c89d9720f0 Fix EditorFileSystem duplicating root folder in new folders
Also, add some uninitialized variables into constructors (I like to applease cppcheck).
Also, remove unused md_count.
Fixes #3662.
2017-06-16 23:32:46 +03:00
f2564ca97f Fix natural sorting order in EditorFileDialog, FileDialog and EditorFileSystemDirectory
Make EditorFileDialog, FileDialog and EditorFileSystemDirectory alphanumerical sorting more natural

Added a new method 'naturalnocasecmp_to' and comparator 'NaturalNoCaseComparator' to String.

Fixes #8712.
2017-05-12 13:02:25 +01:00
7ce8342ac5 Rename project file to "project.godot"
Slimmed down variant from the reverted #8375.
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).

This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).

Closes #6915.
2017-05-01 17:50:19 +02:00
6d2f985db4 Revert "Use .godot as file extension for project files." 2017-04-29 17:56:51 +02:00
c06a2db63a Use .godot as file extension for project files.
Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot.
Also godot will automatically start the editor now if launched with a project file as an argument.
This allows for double-clicking of projects to open them :)

Code-wise this should be complete, but there's still work to do:

- Make a nice icon for godot projects.
- Work on installers/packaging -> register the extension and icon with godot.
- Update the 2.1 to 3.0 exporter.

Tested on linux and windows so far.
2017-04-16 10:19:07 +02:00
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
49c065d29c Refactoring: rename tools/editor/ to editor/
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.
2017-03-05 14:21:25 +01:00