Commit graph

15869 commits

Author SHA1 Message Date
Rémi Verschelde
5237bc952d Merge pull request #8424 from Paulb23/convert_indent
Support for space indentation
2017-04-18 14:16:58 +02:00
Paulb23
c59bd79e02 Convert indent on save 2017-04-18 12:30:52 +01:00
Paulb23
84bca4e72f Added support for space indentation 2017-04-18 12:30:46 +01:00
Rémi Verschelde
474f18512a Merge pull request #8375 from Hinsbart/project_extension
Use .godot as file extension for project files.
2017-04-17 23:28:15 +02:00
Andreas Haas
95fe6b5d8c Merge pull request #8433 from neikeq/pr-fix-smth
ScriptEditor: Fixes bug where menu option would be handled twice
2017-04-17 11:55:42 +02:00
Ignacio Etcheverry
97c385dbb8 ScriptEditor: Fixes bug where menu option would be handled twice 2017-04-17 02:45:56 +02:00
Ignacio Etcheverry
4b8568006d External editor improvements and fixes
Notable changes:

- Now ScriptLanguages have the option to override the global external editor setting.
If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used.
- Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`.
- `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from.

Fixes:

- Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor.
- Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit.
- `Script::get_member_line()` now returns -1 ("found nothing") by default.
2017-04-17 01:51:30 +02:00
Paulb23
95a2a7e525 Added ability to convert indent type 2017-04-16 17:21:45 +01:00
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
Zaven Muradyan
5b3c0a502c Add the ability to delete bezier path handles. 2017-04-16 01:02:58 -07:00
Andreas Haas
25f843f80e
Editor: decrease blending time for dialog dimming a little.
Feels snappier now.
2017-04-16 09:33:26 +02:00
mbalint12
a3afec588c Added the ability to select files as base when creating scripts 2017-04-15 23:29:09 +02:00
Andreas Haas
065261cceb Merge pull request #8389 from volzhs/inspector-button-margin-master
Make buttons closer in Inspector panel
2017-04-14 17:52:18 +02:00
Andreas Haas
4e7c5eb498 Merge pull request #8356 from volzhs/texture-view-master
Prevent to take too much space for long vertical texture
2017-04-14 17:50:29 +02:00
Andreas Haas
58edf26500 Merge pull request #8374 from nunodonato/killimport
Removed the deprecated Import menu from the main editor.
2017-04-14 17:50:16 +02:00
Jylhis
aa63fd1551 Fix #7262
Disable PopupMenu hiding in snap settings of the TextureRegion editor
and Edit menu of the scene
2017-04-14 15:01:56 +03:00
volzhs
79182ced83 Make buttons closer in Inspector panel 2017-04-14 00:03:54 +09:00
Karroffel
3bc09da0b1 re-enabled obj import 2017-04-12 22:22:13 +02:00
Nuno Donato
2025672e7b Removed the deprecated Import menu from the main editor. 2017-04-12 13:32:22 +01:00
volzhs
10608c0993 Show script filename instead of thumbnail 2017-04-12 00:07:35 +09:00
volzhs
c3e6759ca1 Prevent to take too much space for long vertical texture 2017-04-11 20:37:22 +09:00
Rémi Verschelde
8764659234 Merge pull request #8342 from volzhs/error-signal-dnd
Fix signal error when starting editor
2017-04-10 08:29:41 +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
volzhs
519c03e932 Fix signal error when starting editor
need to merge #8198 to work properly
2017-04-10 13:00:08 +09:00
Juan Linietsky
fccf2816d4 -Fix eternal black screen on Windows
-Disabled warnings on windows, need to properly set up warnings
2017-04-09 17:59:17 -03:00
Andreas Haas
0029440955
Fix warning message when EditorPlugin script is not in tool mode. 2017-04-09 10:33:03 +02:00
Juan Linietsky
4286aef693 Particle system is complete. Rejoice! 2017-04-08 22:40:06 -03:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
fc45c1e6eb i18n: Sync translations from Weblate 2017-04-07 20:33:31 +02:00
Rémi Verschelde
0a5c1eeb48 i18n: Add new translations for Greek, Dutch and Thai 2017-04-07 20:33:05 +02:00
Rémi Verschelde
486952857f i18n: Update translation template 2017-04-07 20:31:00 +02:00
Juan Linietsky
74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
supaiku
d51fe99a8b Fix highlight typo 2017-04-06 17:35:08 +02:00
Andreas Haas
df7ca7864b
Editor: Use GDScript as the default language in ScriptCreateDialog. 2017-04-06 14:26:36 +02:00
Martin Novak
9aa60ff15f Fix typo which caused popup to display on incorrect coordinates. 2017-04-05 00:31:17 +02:00
Andreas Haas
e19ccbdc32
Editor: Swap Scene and Import tabs in dock.
Swaps the ordering of those tabs. Now the editor defaults to displaying the scene tab instead of import, which I found a bit confusing.
2017-04-03 17:29:29 +02:00
volzhs
6ac4969cdd Fix crash when change project settings 2017-04-03 17:57:50 +09:00
volzhs
a911b1f126 Make buttons closer in Scene tree 2017-04-03 15:50:16 +09:00
Rémi Verschelde
84bd039851 Merge pull request #8173 from RandomShaper/improve-tile-palette
Several enhancements for the tile map editor
2017-03-30 10:29:46 +02:00
Juan Linietsky
000e873008 Merge pull request #8191 from eska014/webgl2-export
WebGL 2 export per WebAssembly or asm.js
2017-03-29 15:21:52 +02:00
eska
7df7e9cc8b WebGL 2 export per WebAssembly or asm.js 2017-03-29 13:27:43 +02:00
Pedro J. Estébanez
54abbc532f Several enhancements for the tile map editor
Allow sorting tile palette by name
Allow hiding tile ids in tile palette
2017-03-27 10:45:02 +02:00
Rémi Verschelde
d4740a9853 Merge pull request #8169 from RandomShaper/fix-uniform-move
Include uniform (Shift down) mode in only-one-Node2D dragging
2017-03-27 08:56:54 +02:00
Pedro J. Estébanez
e7fba3d273 Include uniform (Shift down) mode
in only-one-Node2D dragging
2017-03-27 01:32:24 +02:00
Rémi Verschelde
af282b56fe Fix bogus s/_md/D_METHOD/ affecting md5 stuff 2017-03-24 22:58:50 +01:00
Rémi Verschelde
fb46323022 Merge pull request #8115 from RandomShaper/improve-snapping
Improved 2D snapping behavior
2017-03-24 22:51:12 +01:00
Rémi Verschelde
98baec6880 Merge pull request #8109 from RandomShaper/warped-panning
Implement warped mouse panning for 2D & 3D editors
2017-03-24 22:50:39 +01:00
Rémi Verschelde
1ed8caa1bb i-patch for Pirate language
Credits to jo_ for the joke and hcorion for finding the typo:

<hcorion> Hi all, I was busy translating godot to Pirate, and I noticed a
  spelling error, on line 1035 in platform/uwp/export/export.cpp it mis-spells
  certificate as certficate missing the extra i
<jo_> hcorion: Nice catch.
<jo_> If you make a PR, please call it 'i-patch for Pirate."
2017-03-24 21:59:32 +01:00
Rémi Verschelde
73eaf81c16 i18n: Sync templates and translations with current code
Massive diff due to the tools/editor -> editor move.
The real changes are the difference between those two:
2017-03-24 21:54:00 +01:00
Rémi Verschelde
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Pedro J. Estébanez
61d7ae3466 Improved 2D snapping behavior
Make snapping affect nodes created by drag & drop
Make snapping for a single Node2D refer to its pivot
Refactor duplicate drag setup code
Replace one occurrence of the old set_pos by set_position
2017-03-24 21:29:46 +01:00
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
Juan Linietsky
efaeebab4d Several fixes to Android exporter and port.
Android seems to be working again!
2017-03-23 20:14:12 -03:00
Pedro J. Estébanez
f5004b78d0 Implement warped mouse panning for 2D & 3D editors
Enabled by default as in Blender, but can be disabled separately for 2D & 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
2017-03-22 21:36:52 +01:00
Juan Linietsky
c37fad650f Export working (for linux at least) 2017-03-21 19:34:26 -03:00
Juan Linietsky
b5a06cecff Export template management dialog.
Missing download (need to discuss this!)
2017-03-21 08:42:06 -03:00
Rémi Verschelde
7eb8a67025 Merge pull request #8067 from Hinsbart/fix_ps_cross
InputMap: Rename joypad button "PS X" to "PS Cross".
2017-03-18 14:52:55 +01:00
Rémi Verschelde
00c4782910 Merge pull request #8051 from RayKoopa/resizable_new_node_dialog
Make Create New Node dialog resizable and burninate old dialog
2017-03-18 14:52:34 +01:00
Andreas Haas
f6a504fad4
InputMap: Rename joypad button "PS X" to "PS Cross". 2017-03-18 12:31:37 +01:00
Ray Koopa
c0c4ba4e94 Make Create New Node dialog resizable and burninate old dialog 2017-03-18 11:21:50 +01:00
Andreas Haas
7ec697695f
Editor: Fix "About" dialog
Use a HBoxContainer instead of hardcoded positions.
2017-03-18 01:53:45 +01:00
Rémi Verschelde
52ddd9ac9c Merge pull request #8017 from volzhs/fix-dnd-2d-viewport
Fix drag and drop on 2d viewport
2017-03-13 16:25:07 +01:00
volzhs
4d0a75750f Fix drag and drop on 2d viewport 2017-03-13 19:35:27 +09:00
Rémi Verschelde
0f429f8f9e Merge pull request #7979 from RandomShaper/fix-sub-inheritance
Fix node duplication in scene sub-inheritance
2017-03-13 11:00:58 +01:00
Pedro J. Estébanez
383dea5796 Fix node duplication in scene sub-inheritance 2017-03-09 01:19:40 +01:00
Andreas Haas
9080232f17
Editor: Dim UI when a WindowDialog is shown.
Darkens the editor on WindowDialog popup.

This adds the following new Editor settings:

- interface/dim_editor_on_dialog_popup (true) # Enable/Disable editor dimming
- interface/dim_amount (0.6) # Percentage of how much the editor will be darkened (0-1)
- interface/dim_transition_time # The duration (in seconds) of the color blending effect (0-1), 0 is instant.

Please test this thoroughly, I haven't yet seen a case where it fails to work properly but I'm sure I didn't test all
windows of the editor :P
2017-03-06 20:14:41 +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
e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +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