Commit graph

113 commits

Author SHA1 Message Date
Juan Linietsky
bb20f230ad -Added .hdr format support
-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-28 21:48:05 -03:00
Juan Linietsky
5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Juan Linietsky
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Rémi Verschelde
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
Juan Linietsky
6d2f985db4 Revert "Use .godot as file extension for project files." 2017-04-29 17:56:51 +02:00
Rémi Verschelde
515f92d03b Fix property warnings and hide some debug prints
"ALL IS GOOD" was a lie.

In particular, removes verbose "path not recognized" false positive.

The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
2017-04-23 11:17:32 +02:00
Rémi Verschelde
b474646de0 i18n: Add more assetlib strings to translate
Fixes #8463.
2017-04-20 14:52:46 +02:00
Andreas Haas
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
Sergey Pusnei
8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
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
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
c103f32ea3 Only assume HiDPI mode if DPI >= 192 and width > 2000
Also fix detection of single-column dock if width < 1200,
it only worked with hidpi_mode=auto.
2017-03-24 18:04:57 +01:00
Rémi Verschelde
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
Rémi Verschelde
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
Renamed from tools/editor/project_manager.cpp (Browse further)