Commit Graph

107 Commits

Author SHA1 Message Date
96de0141cc Removed import/export system, will start new one from scratch. 2017-01-25 21:57:08 -03:00
c4d6e54e93 Remove Quick Filter Files and fix FS search hotkey
The new Quick Filter Files behaviour since 8b47e26 had not been implemented,
so this implements it and makes it an editor hotkey instead of a menu entry.
Fixes #7582.
2017-01-21 13:07:32 +01:00
b24b52d56b Add a API to add/remove items to the "Tools" menu 2017-01-15 16:42:24 +01:00
93ab45b6b5 Style: Fix whole-line commented code
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
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
4fd464a4c5 Removed ratio anchoring (will have to fix multiple 3D views later..) 2017-01-08 19:12:24 -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
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to 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()
2017-01-02 23:03:46 -03:00
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
c7bc44d5ad Welcome in 2017, dear changelog reader!
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
fb856e532e Merge pull request #6673 from J08nY/issue-update-spinner
Fix #6653, add an option to stop the update spinner from spinning
2016-10-09 14:06:59 +02:00
4527fbcfa1 editor_node: add an option to stop the update spinner from spinning, fixes #6653 2016-10-08 22:36:54 +02:00
cf5778e51a -Added ViewportContainer, this is the only way to make viewports show up in GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00
90f4e76a46 Merge pull request #6479 from RandomShaper/improve-debug-focus
Improve debug focus behavior
2016-10-03 11:36:01 +02:00
08688931a1 Call run callback 2016-09-14 19:44:08 -03:00
a75f5f039e Added API version and hashing to ObjectTypeDB 2016-09-14 19:37:37 -03:00
66dac878ac Improve debug focus behavior
Fix focusing debugged game on Windows
Add re-focusing editor on continue
2016-09-14 04:02:18 +02:00
f10d2bd394 -Add a distraction free mode button (so users know it's there)
-Made distaction free not hide the top bar, it's more loss than gain to hide it
-Fix fullscreen toggling and added a menu option for it so it's also visible in settings.
2016-09-13 09:48:12 -03:00
491dde2eb4 Made it possible to properly draw over the 2D canvas for 2D objects. Arranged some functions to achieve this. 2016-09-10 16:44:03 -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
d8af6330e5 More progress on visual script editing 2016-08-03 11:28:43 -03:00
53beeb774b "FileSystem" dock now instance all selected scenes in one action 2016-07-21 11:10:44 -03:00
ff8f4cb409 Renamed scenes_dock to filesystem_dock (makes more sense, it has not been a scenes dock since a long time). 2016-07-21 10:34:57 -03:00
2924536e90 Save all edited scenes when Runing (and auto-save is enabled). Fixes #4410 2016-07-08 13:27:52 -03:00
d7dd10a1a2 Cleanup: drop ImportSettingsDialog, replaced by contextual actions
Note that it was already commented out.
2016-07-08 17:09:36 +02:00
f97ff474d5 Fix addon disabling 2016-07-04 10:43:07 -03:00
fbdb7a947b Editor properly reloads scenes if they changed on disk or were reimported 2016-06-28 18:53:31 -03:00
972c2ad09f Ask about selecting a main scene if one has not been selected. 2016-06-27 20:00:18 -03:00
33f1204dc4 Fix error reporting when a scene is not imported properly, closes #3968 2016-06-26 15:37:39 -03:00
b7dbf9207a Drop empty files that are not used anywhere
Part of #5272
2016-06-18 19:46:30 +02:00
f0d9245ecf -added missing .inc files
-Made it possible to change the editor theme
-Added two options to theme editor plugin to create empty template themes and editor themes
-Make sure that saved themes to .tres keep the null theme fields, to make it easier to keep those when saving/loading the theme
2016-06-17 01:13:23 -03:00
7f02627290 -Add visible IO errors when closing a file fails due to it being locked (most likely on windows), closes #4760 2016-06-13 10:10:50 -03:00
d61b91cbe0 -Heavily improved editor startup and exit performance 2016-06-07 22:10:09 -03:00
3ae61f2292 Created a NodeDock with signals and groups 2016-06-04 13:19:08 -03:00
26332479d3 Signals became a tab
added icons to contextual scene tree menu
2016-06-03 21:03:22 -03:00
2ca4995a6f Cleaned up remote menu
-Merged fileserver & deploy dumb clients option
-Live Script Reloading can now happen automatically on script save
-Changed Live to Mirror term to differentiate from Unity and Unreal, as
what Godot does is not the same thing.
2016-06-03 12:34:25 -03:00
182ee80b7d Merge pull request #4926 from Paulb23/fullscreen_and_distraction_free_mode
Added fullscreen and distraction free modes
2016-06-02 08:38:53 +02:00
9e745b920f Ability to reload scripts on running game 2016-06-01 20:31:42 -03:00
771b225718 Added fullscreen and distraction free modes 2016-05-30 19:29:43 +01:00
9b1f8230ec -Some fixes to OSX retina scaling for window functions
-Implemented HiDPI detection and support for Godot Editor!
2016-05-30 00:28:29 -03:00
8be2fabbe5 Changed import workflow
-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
2016-05-27 14:19:11 -03:00
d3495b128a -Improve resource previews
-Also fixed draw_texture_rect() tile parameter
2016-05-23 17:11:49 -03:00
eacb8f04c4 Merge remote-tracking branch 'origin/master' 2016-05-21 22:34:55 -03:00
a75f896338 First version of Profiler
It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
33403d91f7 remove trailing whitespace 2016-05-21 15:29:25 +02:00
f9d615ee87 Contextualized Scene Tree menu
-Added context menu to Scene Tree Dock
-Removed Buttons
-Added a filter to search for nods more easily in the dock
2016-05-16 12:23:58 -03:00
0c57a58056 ability to drag scenes from filesystem to tree for instancing 2016-05-11 20:57:52 -03:00
d7318f6965 -begun implementing drag & drop editor wide
-filesystem dock dnd support
-property list dnd support
-scene tree dnd support
2016-05-11 11:59:03 -03:00
ab4caa7953 Move export GUI debug toggle to export settings window 2016-04-28 16:13:26 +02:00
7a1d7af332 Enables the possibility of editing on multiple plugins at same time on same object type. 2016-04-02 20:39:35 -03:00