Juan Linietsky
de0045cf1b
-renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
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-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Hein-Pieter van Braam
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
volzhs
b9c1d65d21
Update attach/clear script tool bar icon in Scene panel
2017-02-13 07:02:23 +09:00
volzhs
86a04198d9
Fix crash when saving root node by "Save Branch as Scene" with unsaved scene
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Fix #7667
(cherry picked from commit 43a2599801
)
2017-02-02 08:24:52 +01:00
Rémi Verschelde
e59e6c69c4
Merge pull request #7672 from Hinsbart/drag_crash
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SceneTreeDock: Fix crash when dragging invalid nodes.
2017-02-02 08:14:19 +01:00
Andreas Haas
a64a348054
SceneTreeDock: Fix crash when dragging invalid nodes.
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Fixes #7529
2017-01-29 14:32:40 +01:00
Pedro J. Estébanez
e4cc483f4c
Replicate load-as-placeholder state on node duplication
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Cherry-picked from 936f2e3b4e
2017-01-29 11:56:10 +01:00
Daniel J. Ramirez
26d8ee0308
Added some missing icons and modified others
2017-01-16 23:09:16 -06:00
Rémi Verschelde
af871d22e2
Merge pull request #7536 from GodotExplorer/pr-copy-node-path
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Add 'Copy Node Path' action to right mouse menu
2017-01-16 20:07:03 +01:00
Rémi Verschelde
3890256fc5
Style: Cleanups, added headers, renamed files
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Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00
Geequlim
65db43d5ae
Add 'Copy Node Path' action to right mouse menu
2017-01-15 18:56:37 +08:00
Rémi Verschelde
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
Juan Linietsky
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
Juan Linietsky
da477b76a9
some class renames
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TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
2017-01-12 18:28:12 -03:00
Juan Linietsky
a503f8aadc
Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!
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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!
2017-01-10 01:07:03 -03:00
Juan Linietsky
fa170cbc58
PopupMenu now emits both index_pressed and id_pressed instead of item_pressed, closes #3188
2017-01-08 18:18:54 -03:00
Juan Linietsky
99ceddd11e
Editor settings categories are now tidy and beautiful!
2017-01-05 19:41:36 -03:00
Juan Linietsky
0f7af4ea51
-Changed most project settings in the engine, so they have major and minor categories.
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-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
2017-01-05 09:16:00 -03:00
Juan Linietsky
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
Rémi Verschelde
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
volzhs
1880238c3e
Can create or load script on Attach script dialog
2016-11-11 05:06:39 +09:00
Rémi Verschelde
a201fbb751
Merge pull request #7027 from Keetz/master
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Fix scene tree drag & drop places node as child (#6912 )
2016-11-09 12:53:35 +01:00
Rémi Verschelde
a4570cb461
Merge pull request #7035 from volzhs/undo-redo-duplicate
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Prevent to make UndoRedo for duplicate if no selected node
2016-11-06 12:09:49 +01:00
Rémi Verschelde
20a33e809e
Merge pull request #7009 from volzhs/fix-double-click
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Fix to focus or rename node by double click
2016-11-06 12:02:51 +01:00
Pawel Kowal
544194053a
Fix #7016 , add script create icon
2016-11-05 18:20:59 +01:00
volzhs
d82928eb49
Prevent to make UndoRedo for duplicate if no selected node
2016-11-05 00:52:53 +09:00
Keetz
2afcbc4b1f
Fix scene tree drag & drop places node as child ( #6912 )
2016-11-03 13:59:36 +01:00
Mateusz Adamczyk
ce5200b30e
Option for detaching script from node ( #6934 ).
2016-11-01 22:49:01 +01:00
volzhs
fd9aebd4fa
Fix to focus or rename node by double click
2016-11-01 22:26:29 +09:00
Rémi Verschelde
1ee1a959ab
Merge pull request #6945 from Hinsbart/script_dnd
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Ability to drag script files from Filesystem dock to SceneTree dock.
2016-10-30 12:10:45 +01:00
Andreas Haas
a3944e66da
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.
2016-10-27 16:32:41 +02:00
Mateusz Adamczyk
41329f9750
Option to load script for node ( #6839 )
2016-10-19 21:26:14 +02:00
volzhs
cc33c528eb
Replace a node with saved branch scene instance
2016-10-11 23:54:46 +09:00
Pedro J. Estébanez
9b2e2935d0
Refactor node naming APIs used by editor
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Make 'name_num_separator' a project setting
Make all node operations separator-aware
2016-10-08 21:49:16 +02:00
Pedro J. Estébanez
88a32c11f1
Fix reparent undo not renaming back
2016-10-08 21:49:15 +02:00
Juan Linietsky
f51b202566
Modified resource menu for node scripts so it always goes through the new script wizard.
2016-09-12 19:32:09 -03:00
Daniel J. Ramirez
70c9979cce
Double click on scene tree element to focus currently selected node
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In 3D it will focus in the first viewport
Enable double click for trees
2016-08-27 17:15:49 -05:00
Juan Linietsky
b77200728e
-Added yield nodes to visual script
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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.
2016-08-07 19:22:33 -03:00
Juan Linietsky
d8af6330e5
More progress on visual script editing
2016-08-03 11:28:43 -03:00
Paulb23
d7910f44d8
Added Scene tree dock shortcuts
2016-08-01 17:02:40 +01:00
Rémi Verschelde
990a23e48e
Merge pull request #5821 from TheHX/issue-5795
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Improved FileSystem dock "Instance" option
2016-07-23 22:53:41 +02:00
Juan Linietsky
3aeafcae04
Removed support for saving paths as relative, closes #5728
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Editor now has good refactoring tools, so this function is mostly obsolete
2016-07-22 10:39:46 -03:00
Franklin Sobrinho
53beeb774b
"FileSystem" dock now instance all selected scenes in one action
2016-07-21 11:10:44 -03:00
Franklin Sobrinho
2a97d79a64
Fix crash when dropping scene as a sibling of the root node
2016-07-18 15:00:14 -03:00
Franklin Sobrinho
c6a0b0dab3
Fix custom types showing on wrong dialogs
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* The custom types are visible when the dialog is shown
2016-07-10 08:19:15 -03:00
Rémi Verschelde
3fcb9b1ec1
Removed unused variables (second 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 23:15:59 +02:00
Rémi Verschelde
1b9433594e
SceneTreeDock: Fix wrong argument in _has_visible_children
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Seen while checking for unused variables, which `child` was.
2016-07-07 08:37:38 +02:00
Juan Linietsky
a41a70ea3e
Many fixes to scene tree node dragging, closes #5341
2016-06-30 23:19:44 -03:00
Juan Linietsky
ba5bc57816
Figured out a way to fix event propagation for shortcuts and some other cases so they properly stop shortcuts if a modal window is open, closes #4848
2016-06-27 20:14:59 -03:00
Juan Linietsky
d76ee09774
property remove parent owned nodes when using replace, fixes #4128
2016-06-20 22:57:07 -03:00