db7f491833
Fixes node selection, and properly ignore mouse on inner comment node body, closes #6298
2017-08-08 10:59:45 -03:00
707bb96fa8
Do not allow multiple data connections to the same data input slot, fixes #6357.Improved curve rendering when nodes are close.
2017-07-27 16:39:53 -05:00
49c7620326
Add object type hint for docs
2017-07-19 02:03:34 +07:00
2a3e00c8c7
-Many fixes to VisualScript, fixed property names, etc.
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-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-30 21:35:05 -03:00
a3c90b0293
renamed all Rect2.pos to Rect2.position
2017-06-04 02:09:17 +02:00
9bc5348961
InputEvent: Renamed "pos" property to "position"
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Make the naming consistent with other classes.
2017-06-03 11:26:39 +02:00
5b3709d309
Removal of InputEvent as built-in Variant type..
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this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
231511b2a6
Merge pull request #8631 from volzhs/editor-theme-custom
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New customizable editor theme
2017-05-20 07:16:11 +02:00
304a1f5b5a
Implemented scrolling factor for smooth trackpad scrolling
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Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
2017-05-07 14:23:56 +02:00
17e8e343fb
Revert "Add new editor and default theme (WIP)"
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This reverts commit f045efe007 .
2017-05-03 06:19:15 +09:00
f045efe007
Add new editor and default theme (WIP)
2017-04-27 08:04:57 +02:00
8589ca3903
Rename [gs]et_pos to [gs]et_position for Controls
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Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
5dbf1809c6
A Whole New World (clang-format edition)
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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
411ee71b4d
Rename the _MD macro to D_METHOD
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
93ab45b6b5
Style: Fix whole-line commented code
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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.
2017-01-14 14:52:23 +01:00
04c749a1f0
New API for visibility in both CanvasItem and Spatial
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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
2017-01-13 10:45:50 -03:00
5afaf84ae1
Added a list of signals to rename, this should become a header eventually
2017-01-12 00:54:21 -03:00
e9bb65db81
-All types have editable script now in properties
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-Changed clip to a property in Control which can be set by the user
2017-01-09 15:50:59 -03:00
94ee7798ce
-removed stop mouse and ignore mouse from control, which were confusing, replaced by mouse filter
2017-01-08 19:54:19 -03:00
920947f297
renamed _input_event for GUI events to _gui_input, so it's more differentiated than generalized _input
2017-01-08 16:28:12 -03:00
b085c40edf
-Conversion of most properties to a simpler syntax, easier to use by script
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-Modified help to display properties
GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
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All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
c7bc44d5ad
Welcome in 2017, dear changelog reader!
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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!
2017-01-01 22:03:33 +01:00
7f6c28e97f
Fix GraphEdit connection wire when resizing GraphNode
2016-10-15 03:11:26 +09:00
6227e38ec6
Fix GraphEdit connection wire when zoom in/out
2016-10-13 12:11:29 +09:00
83278a1ac4
Fix GraphEdit grab random node when delete or deselect by clicking empty space
2016-10-05 01:10:49 +09:00
181fdce1e9
Better snapping for graph ports, closes #6394
2016-09-06 19:55:22 -03:00
5028d7510d
Connection hints when connecting to empty space.
2016-09-03 14:58:23 -03:00
fb4d6d1db0
More visual script improvements
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-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
9c6175db11
More visual script work
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-Block switches to 2d/3d editor if editing visual script
-Added cast node in flow control
-Added ability to do RPC in visual script
-Comment nodes
-Fix bug with inverted cable in connecting backwards
-Copy and paste nodes, including from different scripts
2016-08-25 17:45:20 -03:00
ad8f208bdb
Proper function/property selection in visual script editing for property.
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This one has an ordered list, built-in description, search, etc.
2016-08-23 19:29:07 -03:00
231c72b5eb
prettier connections for graph edit
2016-08-23 10:15:47 -03:00
9890c1d2ca
Likely with bugs and with some features are missing, as well as profiler support, but VisualScript should be more or less done!
2016-08-06 19:00:54 -03:00
259418f827
VisualScript can now execute visual scripts, but there is no debugger or profiler yet.
2016-08-05 22:48:00 -03:00
6ed5d48d0c
Concluded base visual scripting! can edit but not run though.
2016-08-04 00:05:35 -03:00
3d1d190dcd
Merge branch 'master' of https://github.com/godotengine/godot
2016-08-02 19:11:47 -03:00
ad313097eb
WIP visual scripting, not working yet but you can check out stuff
2016-08-02 19:11:05 -03:00
60e19f7751
Fix GraphEdit dragging issues at scales != 1
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Works around the issue originally described in #5907 (that was then
hijacked to describe the broader issue it exposes).
2016-07-26 23:19:41 +02:00
454b210242
Remove unused variables (third pass) + dead code
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:16:21 +02:00
a7fc04626a
Add missing license headers in our source files ( #5255 )
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Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
bf7f9244a9
fix two reading uninitialized pointers
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fixed in:
tools/editor/project_settings.cpp
scene/gui/graph_edit.cpp
2016-03-09 00:16:56 +01:00
34c022a0a2
-Cleaned up GraphEdit, also fixes #3568
2016-02-08 16:28:12 -03:00
a2992d5955
-Forgot to add clips input to graphedit, fixes #3420
2016-01-23 18:49:26 -03:00
76ee2035b6
Add a slider to handle zoom
2016-01-18 22:10:44 -03:00
c2aaeaaf5a
Add zoom to GraphEdit
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Also fix some responsiveness issues:
-Box selection no longer visible when connecting.
-Allow cancel connection with mouse's right button.
2016-01-18 20:41:37 -03:00
ded1acc33e
New shader nodes are now created under (more or less) the cursor.
2016-01-18 16:02:42 +01:00
d7279ddaf2
Delete selected nodes with the Delete key
2015-07-26 21:57:27 -03:00
5ffd818fb1
Duplicate GraphNode(s) [Control+D]
2015-07-25 21:16:07 -03:00
bdde79a3f4
Box selection for GraphNodes
2015-07-24 21:59:48 -03:00