Commit Graph

24 Commits

Author SHA1 Message Date
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Michael Alexsander 324fe76afd Clip text in EditorPath button to avoid dock size changes 2020-01-20 14:25:27 -03:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Hugo Locurcio 91825ec1d4
Fix the editor path icon when switching from dark to light theme 2019-10-15 09:07:44 +02:00
Rémi Verschelde 4a7889578c
Merge pull request #31978 from YeldhamDev/inspector_dock_small_improvements
Small improvements to the inspector dock
2019-09-24 11:05:20 +02:00
Emmanuel Barroga 2bac4e1784
Revert "Fix Clearing Inspector for Remote Node" 2019-09-05 06:58:36 -07:00
Michael Alexsander Silva Dias e5f96a344a Small improvements to the inspector dock 2019-09-04 19:42:44 -03:00
Emmanuel Barroga 2f2abadefe Fix Clearing Inspector for Remote Node
Resolves: #30731

When you stop debugging... if you were inspecting a remote node, partial information about the remote node remained in the inspector (e.g. name and warning).

To resolve this, called EditorNode::edit_current() instead of EditorInspector::edit(NULL), which will call all the methods required using "NULL" if the current selected object is NULL.

In EditorPath::update_path() if the selected object is NULL, it does not update the path to reflect this change, basically does nothing. To fix this, we nullify everything, before the history loop.
2019-07-25 22:10:49 -07:00
Michael Alexsander Silva Dias f275de24ee Make 'EditorPath' into a proper 'MenuButton' 2019-04-25 20:53:58 -03:00
Wilson E. Alvarez 4a15f5522d Fixed null editor icon crash
Fixes #24932
2019-01-13 09:28:56 -05:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
willnationsdev 5436abefe4 Refactor editor icon retrieval 2018-09-14 09:27:56 -05:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
geequlim c655fc7cd8 Better supported for remote object editing with the inspector with a simple dictionary editor implement 2017-11-17 09:20:33 +08:00
toger5 b2f70ca10c White Theme
- almost all the colors are generated now. They get adapted based on
   the theme color. All the correct icons are used
 - error label now uses error color
 - added missing button colors in editor theme
2017-08-30 21:44:48 +02:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Indah Sylvia 5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
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
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 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