Commit Graph

27 Commits

Author SHA1 Message Date
Juan Linietsky 541fdffc0a Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Gilles Roudiere 06256cd778 Some control fixes and removed useless lines 2017-08-19 19:10:00 +02:00
Ignacio Etcheverry 90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Ignacio Etcheverry fd69604bd9 Adds editor_hint to Engine class 2017-08-19 01:03:12 +02:00
Zher Huei Lee 5c94eeeb79 Project manager UI displaced by long paths #10245 2017-08-12 15:32:06 +08:00
Andreas Haas bc034c1d4d
ProjectManager: Show error dialog if unable to run project. 2017-08-07 23:47:43 +02:00
Bojidar Marinov 7b7c7c8dc0
Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTER
Closes #7695
2017-08-06 16:26:07 +03:00
Juan Linietsky 6760783b94 Revert "Tweak command-line arguments to make them more UNIX-like" 2017-08-02 15:39:04 -03:00
Hugo Locurcio b9a7997945 Tweak command-line arguments to make them more UNIX-like
Also improves the command-line help text readability.
2017-08-02 09:33:40 +02:00
Pedro J. Estébanez 1619aabfe1 Fix mutating project.godot
Namely:
- comment block lost on first save;
- config_version doubled as 3 and null on second save;
- format change on first save.
2017-07-26 16:13:38 +02:00
Quinn Yo 5c62304b78 updated project manager to use new project.godot values 2017-07-21 15:25:22 +10:00
Poommetee Ketson 5a9eb5ef58 Include Git hash in the engine 2017-07-11 15:57:52 +07:00
Nuno Donato 9fd41416a9 Automatically open new project after creating it in project manager.
Fixes #9075
2017-06-07 22:50:24 +01:00
toger5 c33eff4bf9 project manager, fixed siing of sort button 2017-06-04 13:54:19 -07:00
Juan Linietsky bb20f230ad -Added .hdr format support
-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-28 21:48:05 -03:00
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
Juan Linietsky 98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Rémi Verschelde 7ce8342ac5 Rename project file to "project.godot"
Slimmed down variant from the reverted #8375.
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).

This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).

Closes #6915.
2017-05-01 17:50:19 +02:00
Juan Linietsky 6d2f985db4 Revert "Use .godot as file extension for project files." 2017-04-29 17:56:51 +02:00
Rémi Verschelde 515f92d03b Fix property warnings and hide some debug prints
"ALL IS GOOD" was a lie.

In particular, removes verbose "path not recognized" false positive.

The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
2017-04-23 11:17:32 +02:00
Rémi Verschelde b474646de0 i18n: Add more assetlib strings to translate
Fixes #8463.
2017-04-20 14:52:46 +02:00
Andreas Haas c06a2db63a
Use .godot as file extension for project files.
Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot.
Also godot will automatically start the editor now if launched with a project file as an argument.
This allows for double-clicking of projects to open them :)

Code-wise this should be complete, but there's still work to do:

- Make a nice icon for godot projects.
- Work on installers/packaging -> register the extension and icon with godot.
- Update the 2.1 to 3.0 exporter.

Tested on linux and windows so far.
2017-04-16 10:19:07 +02:00
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 c103f32ea3 Only assume HiDPI mode if DPI >= 192 and width > 2000
Also fix detection of single-column dock if width < 1200,
it only worked with hidpi_mode=auto.
2017-03-24 18:04:57 +01:00
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