Commit Graph

116 Commits

Author SHA1 Message Date
reduz
09023224b6 Merge pull request #490 from macramole/master
Set project name automatically when choosing path for new projects in project manager
2014-06-11 01:12:41 -03:00
reduz
b0b6f143ff Merge pull request #496 from marynate/PR-scene-dock-search
Adding search box to scene dock(file system tab)
2014-06-11 01:11:45 -03:00
reduz
3a7cbfcea6 Merge pull request #498 from marynate/PR-pm-favorite
Add pin/favorite projects in project manager
2014-06-11 01:11:17 -03:00
marynate
151df47677 Add pin/favorite projects in project manager 2014-06-10 11:05:46 +08:00
marynate
e94f875788 Allow run/edit multiple projects from project manager 2014-06-10 11:03:32 +08:00
marynate
2c3d279c75 Adding search box to scene dock(file system tab) 2014-06-10 10:36:45 +08:00
leandrogarber@gmail.com
729cadad13 small feature: set project name automatically when choosing path for new projects (recommit due problem with codeblocks tabs) 2014-06-04 18:30:39 -03:00
leandrogarber@gmail.com
0be5ff50aa small feature: set project name automatically when choosing path for new projects 2014-06-04 18:15:37 -03:00
Juan Linietsky
6f0b4678e2 More 3D Improvements
-=-=-=-=-=-=-=-=-=-=

-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
2014-05-29 10:56:39 -03:00
Juan Linietsky
1cad087969 Making Godot Easier to Use..
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-05-24 01:35:47 -03:00
Jonas Rudlang
6b1b3fbfa5 Added a setting to disable autocomplete popup and fixed the autocomplete timer to updated when the setting has changed 2014-05-22 00:01:11 +02:00
reduz
8bb7cc7325 Merge pull request #436 from marynate/PR-2d-uniform-scale
Add 2d unifrom scale
2014-05-20 23:10:45 -03:00
marynate
9737c02e21 Add 2d unifrom scale 2014-05-21 09:51:51 +08:00
marynate
8be3963aa0 Add pan mode in 2d editor 2014-05-21 09:47:47 +08:00
reduz
a364bc4371 Merge pull request #410 from marynate/PR-hotkey-quit-to-pm
Resolve issue #406 by adding hotkey for "quit to project manager"
2014-05-20 20:46:07 -03:00
reduz
fb5223a69d Merge pull request #415 from marynate/PR-auto-editor-icons-cpp
Auto generate editor_icons.cpp to make it easy to update editor icons
2014-05-20 20:45:23 -03:00
Juan Linietsky
b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00
marynate
d2770ac8a6 Add sCons dependency for editor_icons.cpp, so it's only re-generated when there're icon changes 2014-05-14 10:52:08 +08:00
marynate
f5421cdaf3 Auto generate editor_icons.cpp to make it more easy to update editor icons 2014-05-13 23:13:08 +08:00
marynate
30cfc0bef4 Add hotkey Shift+CMD+Q in editor for quit to project manager, resolves
issue #406
2014-05-13 10:30:10 +08:00
marynate
2614631931 User can use '.METHOD' or 'METHOD(' to seach exact method in Search Classes dialog 2014-05-13 01:57:00 +08:00
marynate
56d9faebab Make String::right count from pos instead of pos+1 2014-05-13 01:19:41 +08:00
reduz
1b45a38fb5 Merge pull request #392 from marynate/PR-delete-without-confirm
Shift+Del to delete nodes without confirmation
2014-05-11 13:19:58 -03:00
marynate
14350d2c41 Change key move behavior of canvas item editor to ignore zoom level; Add
alt + arrow key as local base move mode; Control + arrow key as local +
rotation move mode
2014-05-10 10:36:36 +08:00
marynate
763725a569 Shift+Del to delete nodes without confirmation 2014-05-10 10:35:26 +08:00
marynate
98fcb4fa7a Make visibility icon always last to display in scene tree 2014-05-09 00:20:46 +08:00
reduz
9f01f9aa95 Merge pull request #383 from sanikoyes/hotfix-Crash-In-Editor
Fix crash in editor when open new scene in editing
2014-05-08 10:32:35 -03:00
sanikoyes
6bc556dee5 Fix crash in editor when open new scene in editing
resources_dock->cleanup(); // This will delete GDScript instance (if property_editor->obj is scene's GDScript instance, editor will crash)
2014-05-08 16:24:52 +08:00
marynate
2f5c0e41b5 Add lock and group icon to scene tree editor 2014-05-08 13:46:10 +08:00
jonyrock
6c9203fdaf remove degud output 2014-05-07 15:42:55 +04:00
jonyrock
0121d96288 call during autocompletion 2014-05-07 15:38:07 +04:00
reduz
c69c99f8be Merge pull request #375 from marynate/PR-2d-editor-F-key
Add F and CMD+F hot key for center/frame selected node(s) in 2d editor
2014-05-06 12:32:05 -03:00
marynate
61fd1ad703 Press F key in 2d editor to center view to selected node
Press Ctrl+F to frame selected nodes in 2d editor

Change Frame Selection hotkey in 2d editor from Ctrl to CMD for Mac compatability
2014-05-06 22:30:24 +08:00
marynate
0771020c83 Add auto code completion (without press Ctrl+Space manually)
Disalbe auto code completion even there's only one option

Hide auto-completion if only one completion option and it's been typed

Support use tab key to accept code completion option
2014-05-06 21:06:03 +08:00
marynate
6c0f3f8d0c Implement Shift+F1 as contextual help hotkey for script editor; There's
one bug that when jump to help tab first time, the scroll position is
wrong.
2014-05-06 19:21:21 +08:00
marynate
ab76f54196 Update EditorHelp to response help request other than class; Make sure EditorHelpSearch dialog popup with search results 2014-05-06 19:21:21 +08:00
marynate
d3b7f4b1a7 EditorNode consume F1 key only when Shift or Command key not pressed at the same time 2014-05-06 19:21:21 +08:00
marynate
145b8c5e6f Start working on script editor help 2014-05-06 19:20:59 +08:00
Juan Linietsky
197d4e2f8e Another small fix 2014-05-04 23:33:31 -03:00
Juan Linietsky
72ae89c5aa Lots of 3D improvements:
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too).
-Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed.
-Manipulator gizmos are different for edited object and other objects.
-Properly highlight manipulator gizmo handles when hovered.
-Fixed bugs in fragment program when using more than 1 light together.
-Reload png/jpg files automatically in editor if edited externally.
-Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios
-Added PCF13 to improve smoothness of shadow borders
-General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM.
-Fixed normal mapping when importing DAE files, works nicely now.
2014-05-04 22:50:23 -03:00
marynate
78fd9ada45 Add multi-select to project manager 2014-05-02 16:05:57 +08:00
jonyrock
209eaf6fa0 Merge remote-tracking branch 'upstream/master' into pair_symbols_tool 2014-05-01 20:15:28 +04:00
marynate
e1ab905bd7 Sort projects by last modified/accessed date in project manager 2014-05-01 19:31:24 +08:00
jonyrock
34aea718b1 setted font bug fix 2014-05-01 01:58:26 +04:00
jonyrock
bb853d121e EDITOR_DEF in the right place 2014-04-30 20:21:58 +04:00
reduz
7fadc2f93a Merge pull request #318 from adolson/scene-snap-settings-save
2D scene snap settings save
2014-04-28 21:51:41 -03:00
jonyrock
2c683b0f99 #331 settings menu option title fix oops 2014-04-28 13:31:58 +04:00
jonyrock
a93ad6e321 #331 settings menu option title fix 2014-04-28 13:16:49 +04:00
jonyrock
a5384bc07b pair symbols tool basic imp 2014-04-27 14:34:37 +04:00
Dana Olson
aa84f4d261 stops running process when quitting editor
I noticed a bug where I could close Godot while I was running a project.

If the program was left running and then ran into an error,
or if an error was caught by the debugger and then I quit Godot,
I could no longer close the running project without manually killing it.
This fixes that problem by essentially hitting the Stop button automatically
just prior to quitting the editor.
2014-04-23 22:06:12 -04:00