Commit Graph

133 Commits

Author SHA1 Message Date
Daniel J. Ramirez 26d8ee0308 Added some missing icons and modified others 2017-01-16 23:09:16 -06:00
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 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 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
Rémi Verschelde 42802ab9dc Merge pull request #6930 from bojidar-bg/gdscript-export-array-hint
Allow typing hints for Array class (in GDScript and Inspector)
2017-01-11 14:46:38 +01:00
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 4338c90163 It is now possible to name layers of different kinds! 2017-01-10 22:20:57 -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 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 3fae505128 Begin modifying properties to make them more friendly to script and doc. 2017-01-03 00:38:16 -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 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
Bojidar Marinov 713f1451b9
Allow typing hints for Array class (in GDScript and Inspector/ArrayPropertyEdit)
Closes #3586, by implementing the `1b` variation mentioned there.
2016-10-26 14:38:41 +03:00
Mateusz Adamczyk cf4f3815b3 Possibility to write node path by hand in exported NodePath variable (#3486) 2016-10-11 23:15:01 +02:00
Pedro J. Estébanez 7b293aa4d4 Allow step for integer properties
Small readability improvement
2016-10-10 12:21:31 +02:00
Rémi Verschelde 44b741dd3c Merge pull request #6554 from pkowal1982/propertyeditortooltips
Show True/False tooltip in property editor for bool values
2016-10-03 11:48:08 +02:00
volzhs c333659ebc Fix typo for word_wrap 2016-09-30 03:28:05 +09:00
Pawel Kowal 623c483eba Show True/False tooltip in property editor for bool values 2016-09-19 23:41:48 +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
Juan Linietsky 0094c30938 Do not expose resource/ properties in sectioned property editor, closes #6396 2016-09-06 19:38:31 -03:00
Juan Linietsky 5567350e1b -Reworked constant nodes better
-Added simple switch node, removed InputEventFilter
2016-08-31 12:50:46 -03:00
Rémi Verschelde e51d59ed98 Merge pull request #6188 from TheHX/undo-redo
Implemented UndoRedo mergeable modes
2016-08-29 19:04:42 +02:00
Juan Linietsky ec49f41e19 Even more work on visual script editor:
-Added constructor nodes, specialized and conversion ones.
-Cleaned up how unconnected input default values are shown and edited (much cleaner)
-Dragging scene nodes into graph makes a call dialog appear by deault
-Dragging properties into graph is set by default, not get
-fixed dragging internal functions into graph
2016-08-26 17:38:25 -03:00
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
Juan Linietsky 41a58f7935 tiny bug fix 2016-08-23 23:21:41 -03:00
Juan Linietsky ad8f208bdb Proper function/property selection in visual script editing for property.
This one has an ordered list, built-in description, search, etc.
2016-08-23 19:29:07 -03:00
Franklin Sobrinho debf574df3 Implemented UndoRedo mergeable modes 2016-08-17 17:14:51 -03:00
Juan Linietsky 9865650b43 Added a simpler way to do sub-functions in both visual and gdscript with the subcall node.
With this, visual script is almost done (missing registering custom nodes from addon).
All this is probably pretty broken, too and needs a lot of testing.
2016-08-08 01:21:22 -03:00
Juan Linietsky cd25624667 More work on visual scripting.. 2016-08-03 22:07:03 -03:00
Juan Linietsky d8af6330e5 More progress on visual script editing 2016-08-03 11:28:43 -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
Bojidar Marinov 7dbdfe8dbd
Fix default ranges of the inspector
Probably closes #3091
(Should apply to Variant::REAL and Variant::INT)
2016-07-25 12:41:17 +03:00
Franklin Sobrinho ea77553416 Keep selected section in Editor Settings when reopening the dialog 2016-07-18 19:21:20 -03:00
Juan Linietsky 06eef730c0 Merge pull request #5584 from TheHX/project-settings
Implement undo/redo for adding and deleting global properties
2016-07-10 13:04:08 -03:00
Rémi Verschelde 3fcb9b1ec1 Removed unused variables (second pass) + dead code
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:59 +02:00
Franklin Sobrinho 9be07081de Implement undo/redo for adding and deleting global properties 2016-07-07 10:10:12 -03:00
Juan Linietsky 7c1ab42571 Fix the +1 button to insert keyframes in Sprite and Sprite3D, closes #5422 2016-07-06 23:46:04 -03:00
Juan Linietsky 8cbb154466 Color picker was getting too much focus, made it get not as much focus.
This abuse of focus was the original culprit of #5354
2016-07-01 10:55:35 -03:00
Juan Linietsky f84ffb9bed -Setting script in multi node edit works, closes #4442 2016-06-19 10:13:26 -03:00
Juan Linietsky 20b4567829 Merge pull request #5177 from vnen/string-subsequence
Add subsequence search to tools
2016-06-13 13:25:56 -03:00
Juan Linietsky f0abda999e resolve numerical error when comparing instancing an inheritance to avoid saving changed properties when they didn't, closes 4759 2016-06-12 19:33:07 -03:00