Commit graph

390 commits

Author SHA1 Message Date
Juan Linietsky a02933bb3c wav file importing! 2017-02-02 22:51:58 -03:00
Juan Linietsky b3aebcf6df CSV translation import plugin 2017-02-01 20:41:05 -03:00
Juan Linietsky 2cd2ca7bbc Lot of work in new importer, importing textures now works. 2017-02-01 09:46:36 -03:00
Juan Linietsky 96de0141cc Removed import/export system, will start new one from scratch. 2017-01-25 21:57:08 -03:00
Rémi Verschelde 266fbd8c76 Merge pull request #7642 from guilhermefelipecgs/add_category
Add run/output category
[ci skip]
2017-01-25 20:17:03 +01:00
Juan Linietsky 7e1afeafd4 Audio bus editing is COMPLETE! 2017-01-25 14:31:52 -03:00
Guilherme Felipe d59d899103 Add run/output category 2017-01-25 15:13:07 -02:00
Pedro J. Estébanez 35b7295a71 Include filesystem dock split offset in editor layouts
Cherry-picked from 2ac89f6540
2017-01-25 02:48:30 +01:00
Juan Linietsky 3b019bf644 Ability to delete, drag and drop audio buses! 2017-01-23 23:12:41 -03:00
Juan Linietsky 0aa7242624 WIP new AudioServer, with buses, effects, etc. 2017-01-21 19:01:00 -03:00
Rémi Verschelde 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
Rémi Verschelde 2a0ddc1e89 Style: Various fixes to play nice with clang-format 2017-01-16 08:49:52 +01:00
Rémi Verschelde f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde 3890256fc5 Style: Cleanups, added headers, renamed files
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
Juan Linietsky b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Franklin Sobrinho b24b52d56b Add a API to add/remove items to the "Tools" menu 2017-01-15 16:42:24 +01:00
Juan Linietsky dcb95ec147 removed duplicated functions in class hierarchy that were bound more than once
added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
Rémi Verschelde 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
Juan Linietsky d9d77291bc rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename() 2017-01-14 00:51:09 -03:00
Juan Linietsky e53c247cb1 Created new Engine singleton, and moved engine related OS functions to it. 2017-01-13 12:51:14 -03:00
Juan Linietsky 04c749a1f0 New API for visibility in both CanvasItem and Spatial
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
TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
2017-01-12 18:28:12 -03:00
Juan Linietsky 83cb84753f Renamed most signals so they refer to:
-An action being requested to the user in present tense: (ie, draw, gui_input, etc)
-A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-12 00:51:08 -03:00
Juan Linietsky 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
Juan Linietsky 48097f6df3 Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a container! 2017-01-10 01:49:55 -03:00
Juan Linietsky a503f8aadc Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!
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 94ee7798ce -removed stop mouse and ignore mouse from control, which were confusing, replaced by mouse filter 2017-01-08 19:54:19 -03:00
Juan Linietsky 4fd464a4c5 Removed ratio anchoring (will have to fix multiple 3D views later..) 2017-01-08 19:12:24 -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 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
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.
-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 b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Juan Linietsky 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
Rémi Verschelde 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
Rémi Verschelde ac04a932d6 Merge pull request #7364 from guilhermefelipecgs/fix_bottom_panel_visibility_on_play
Fix bottom panel visibility on play
2017-01-02 15:54:26 +01:00
Rémi Verschelde 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
Guilherme Felipe faf6f865dd Add new option to always open output on play 2016-12-24 20:39:16 -02:00
Rémi Verschelde d1e3c0f017 Merge pull request #7347 from bebae/master
Allows to start the scene with custom arguments within the editor
2016-12-23 15:59:16 +01:00
Ivan P. Skodje da950cd0f2 PopupMenu upgrade: Hide on item selection (#7306)
* Added the option to set hide on item selection. Usable in GDScript and from within the source code when you want to specify popup menus you don't want to close immediately when selecting an item

* Renamed getter from get_ to is_, fixed parent/child behavior, renamed bool variable to match most code and added ADD_PROPERTYNO to save some memory
2016-12-23 15:43:45 +01:00
Juan Linietsky 4e729f38e0 baking now shows a proper button, and bakes can be saved. 2016-12-23 00:37:38 -03:00
bebae abdedc3522 Allows to start the scene with custom arguments within the editor
fixes #7346

Path from the current scene isn't added too the argumens anymore by default and needs to be added throug the custom arguments, with $scene. Matches the behaviour of the executable without any arguments.
Custom Arguments are read from editor/main_run_args
2016-12-21 22:11:50 +01:00
Juan Linietsky d6567010bf -Many many fixes
-Gizmos work again
2016-10-29 20:48:09 -03:00
Henrique L. Alves 13c92099e6 Won't change editor tabs when using External Editor.
Fixes issue #3046.
2016-10-29 11:44:57 -02:00
J08nY 4527fbcfa1
editor_node: add an option to stop the update spinner from spinning, fixes #6653 2016-10-08 22:36:54 +02:00
Juan Linietsky 850eaf7ed7 -the new shader language seems to work
-shader editor plugin can edit shaders
-code completion in shader editor plugin
2016-10-07 11:31:18 -03:00
Juan Linietsky 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
Juan Linietsky 22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Rémi Verschelde de648e552b Merge pull request #6575 from Geequlim/more_themes
More custom theme support for editor
2016-10-03 11:50:18 +02:00
George Marques 0ec2b7baea
Fix crash when disabling main screen plugin 2016-09-21 19:17:55 -03:00