Commit graph

172 commits

Author SHA1 Message Date
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 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 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 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
Juan Linietsky a732708b9d Blend shapes using transform feedback (GPU) 2016-11-24 20:46:55 -03:00
volzhs 707185d9d8 Fix p_index out of size error when closing script 2016-10-31 06:20:54 +09:00
volzhs 513820ab27 Fix 2 search menus are shown 2016-10-31 00:07:16 +09:00
Henrique Lacreta Alves 853d1ce9f3 Prevent unwanted script editor input on game crash
Fixes #6530.
2016-10-22 12:54:38 +02:00
Andreas Haas ac80e68d2f
Fix "Save All" option in Script editor.
Also removes some old code.
fixes #6667
2016-10-02 20:39:15 +02:00
Paulb23 fbd0b6f995 Fix highlight current script when script temputure is disabled 2016-09-15 17:34:32 +01:00
Rémi Verschelde dc6eefdbf2 Merge pull request #6465 from Paulb23/script_highlight_color_update
Update current script color on change
2016-09-12 16:33:28 +02:00
Paulb23 a0136838b3 Update current script color on change 2016-09-12 15:19:30 +01:00
Juan Linietsky 37f1e86108 Do ctrl-click on any code identifier to go to definiton or help page. 2016-09-12 10:53:31 -03:00
Juan Linietsky c40ab446c9 Changed default assignment of shorcut for alt-left/right to history next/prev, which is more standard and useful.
Indent can be done with tab and shift-tab anyway.
If you don't like this, feel free to reassign them manually in the editor settings :P
2016-09-11 12:27:14 -03:00
Juan Linietsky 1bf684cea2 -Cleaned up find/replace bar for replace (made selection only default if selection exists), also made buttons look like buttons
-Fixed a bug related to theme propagation, may be able to solve #6443, #6302 and others. Please test.
2016-09-11 10:05:46 -03:00
Juan Linietsky 3c30a3b1aa Merge pull request #6137 from supaiku-o/master
Add a Close All files option to script editor
2016-09-10 12:07:39 -03:00
Paulb23 9e92fcaef9 Added setting to change current script background color, issue 5450 2016-09-07 17:54:20 +01:00
Juan Linietsky 9c6175db11 More visual script work
-Block switches to 2d/3d editor if editing visual script
-Added cast node in flow control
-Added ability to do RPC in visual script
-Comment nodes
-Fix bug with inverted cable in connecting backwards
-Copy and paste nodes, including from different scripts
2016-08-25 17:45:20 -03:00
supaiku 3d84849e03 Added CLOSE_ALL files option to script editor 2016-08-13 02:56:38 +02:00
Juan Linietsky 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
Juan Linietsky 3d1d190dcd Merge branch 'master' of https://github.com/godotengine/godot 2016-08-02 19:11:47 -03:00
Juan Linietsky ad313097eb WIP visual scripting, not working yet but you can check out stuff 2016-08-02 19:11:05 -03:00
Saracen 5035edb7fd Explicitly initialize 'pending_auto_reload' to false. 2016-07-29 13:51:26 +01:00
Rémi Verschelde 13fe615ea3 Merge pull request #5760 from r1cebank/issue-5636__add-close-docs-option
Script Editor: adding close all docs menu option
2016-07-19 07:35:20 +02:00
Juan Linietsky 3e3108abe2 Always soft reload editor plugins. Closes #5273 2016-07-18 19:24:38 -03:00
Siyuan Gao 0c3b1b51b8 Script Editor: adding close all docs menu option 2016-07-18 10:09:42 -07:00
Franklin Sobrinho 3ca6e584e5 Fix ScriptEditor don't saving the layout when opening a help page
- Use ScriptEditor::_update_script_names just once when re-creating the layout
2016-07-18 12:30:43 -03:00
Rémi Verschelde 62eae7cbe2 Merge pull request #5723 from Paulb23/toggle_breakpoint_gutter_issue_5712
Fixed toggle breakpoint gutter not updating when the game is running, issue 5712
2016-07-18 00:52:36 +02:00
Paulb23 b550471a14 Fixed breakpoint gutter toggle not updating when game is running, issue 5712 2016-07-15 15:02:55 +01:00
Paulb23 54f720ac06 Added block caret to TextEdit 2016-07-12 16:07:17 +01:00
Paulb23 a9956be63d Added completion font colors 2016-07-11 14:25:56 +01:00
Paulb23 8e5c40b364 Added completion scroll color 2016-07-11 14:11:34 +01:00
Juan Linietsky b0f0ae0723 Finally fixes the infamous bug #4444, hoping to never see you again.
Closes #4444.
2016-07-09 12:12:03 -03:00
Juan Linietsky d8c31e0e74 remove warnings if a script is missing and can't be opened 2016-07-07 21:27:20 -03:00
Juan Linietsky a78226c32c Only allow built-in scripts to be edited when the scene they belong to is loaded, closes #5403 2016-07-06 20:36:37 -03:00
Daniel J. Ramirez 8f259ff5ca Shortcuts for script switching in script Mode 2016-06-26 10:21:02 -05:00
Paulb23 c68e4e8cbe Fixed save as not working with scripts 2016-06-22 17:39:02 +01:00
Paulb23 45f0dec55c Added code completion existing color setting 2016-06-21 17:34:38 +01:00
Paulb23 706895a922 Added code completion selected color setting 2016-06-21 17:21:55 +01:00
Paulb23 a40cb680ca Added code completion background color setting 2016-06-21 16:50:31 +01:00
Juan Linietsky f1af0fd25c Changed save all scripts shortcut to avoid collision, fixes #4278 2016-06-20 16:18:12 -03:00
Juan Linietsky 00bc06b50b Make sure that scripts are reloaded if needed when they enter editing, fixes #4456 2016-06-19 22:07:07 -03:00
Daniel J. Ramirez 422fac5066 Removed lots of prints 2016-06-18 18:01:06 -05:00
Rémi Verschelde 2345f7fcae Merge pull request #5163 from Paulb23/script_editor_shortcuts 2016-06-15 08:34:39 +02:00
Juan Linietsky dca382647e Merge pull request #5165 from neikeq/pr-issue-5116
ConnectionsDock: Double click to create and go to signal connection
2016-06-13 15:46:41 -03:00