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path: root/editor/script_create_dialog.cpp
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* Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-2/+2
| | | | Fixes #25316.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Create built-in script properlyvolzhs2018-12-161-0/+2
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* Prevent built-in-scripts from being made from FileSystem dockDualMatrix2018-09-231-6/+13
| | | | Prevent built-in-scripts from being made from FileSystem dock
* Remove unnecessary "OK"s text settingsMichael Alexsander Silva Dias2018-09-151-2/+0
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* Fix default script name in ScriptCreateDialogRémi Verschelde2018-09-121-7/+8
| | | | | It would default either to '.gd' when created from the script editor, or to 'res:///NodeName.gd' (three '/') when created from the scene tree dock.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-4/+4
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Fix ScriptCreateDialog passing script w/ no filenamewillnationsdev2018-09-081-0/+6
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* Expose ScriptCreateDialog to EditorPluginwillnationsdev2018-07-041-0/+3
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* Merge pull request #17388 from Hinsbart/mono_class_nameRémi Verschelde2018-03-151-0/+7
|\ | | | | Mono: Avoid invalid class names.
| * Mono: Avoid invalid class names.Andreas Haas2018-03-151-0/+7
| | | | | | | | | | | | | | Disallow reserved keywords as class names and prefix base class with the Godot namespace if it's the same as the class name. Fixes #12483
* | Update icons when theme changedPoommetee Ketson2018-02-251-6/+8
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* Godot now allows built-in irrespective of the filepath.Anish2018-02-211-5/+9
| | | | | | | | Since the file in the filepath is irrelevant when setting the file as built-in, changes have been made to allow setting to built-in even if the file in the path exists. Fixes #16425
* Merge pull request #15544 from YeldhamDev/script_dialog_label_fixRémi Verschelde2018-02-141-4/+13
|\ | | | | Fixed "Attach Script" dialog's file dialog labeling
| * Fixed "Attach Script" dialog's file dialog labeling.Michael Alexsander Silva Dias2018-01-101-4/+13
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* | Some small fixes for the "Attach Script" dialog.Michael Alexsander Silva Dias2018-01-101-8/+8
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* Revert "Fix "Attach Node Script" inherits popup type"Rémi Verschelde2018-01-091-1/+1
| | | | | | | This reverts commit 227238b4246d335910c364188ce9233fc70ddc65. This dialog is used to both open and create scripts, so it needs to have the features of the save dialog.
* Fix "Attach Node Script" inherits popup typeJerome670002018-01-081-1/+1
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Fix crash in OS::execute on FreeBSDRémi Verschelde2018-01-041-9/+7
| | | | | As spotted by @robfram, closes #15288. Also reviewed other uses of `if (String.find(.*))` for potential similar mistakes, found a wrong (and useless) one in ScriptEditorDialog.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merge pull request #14551 from volzhs/ok-alert-confirmRémi Verschelde2017-12-161-0/+6
|\ | | | | Pressing Enter key creates or loads script on Attach script window
| * Pressing Enter key creates or loads script on Attach script windowvolzhs2017-12-111-0/+6
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* | Merge pull request #14645 from volzhs/focus-after-selectRémi Verschelde2017-12-161-0/+6
|\ \ | | | | | | Focus path field after seleting file browser on Attach script window
| * | Focus path field after seleting file browser on Attach script windowvolzhs2017-12-141-0/+6
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* / ScriptCreateDialog: Fix loading scripts with named classes.Andreas Haas2017-12-151-1/+1
|/ | | | | | | We only need to validate the class name when creating a new script, existing scripts already have one. Fixes #14643 Supersedes/Closes #14684
* Use new XDG folders to dehardcode pathsRémi Verschelde2017-11-191-1/+1
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* EditorSettings: Rename settings_path to settings_dirRémi Verschelde2017-11-171-1/+1
| | | | Also to prepare for upcoming refactoring for XDG support.
* Some fixes and improvements.Daniel J. Ramirez2017-11-101-2/+0
| | | | | Changed FileDialogs for EditorFileDialogs in EditorNode. Updated CheckButton.
* Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialogIgnacio Etcheverry2017-10-241-8/+27
| | | | | - Make ScriptCreateDialog disable the built-in script checked button if the language does not support it. - ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
* File names for scripts can include '-'Jakob Sinclair2017-10-211-1/+1
| | | | | | Fixes #12261 Signed-off-by: Jakob Sinclair <sinclair.jakob@mailbox.org>
* Fix detectin of existing file being a dir in new script creation, closes #9958Juan Linietsky2017-09-011-1/+8
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fixed several memory leaksWilson E. Alvarez2017-08-251-0/+3
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* Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-17/+8
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* Some theme and usability improvementsDaniel J. Ramirez2017-07-311-21/+12
| | | | | Fixed create script editor dialog not changing extension Options menu for inspector element is bigger
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-4/+4
| | | | -Added system for feature overrides, it's pretty cool :)
* ScriptCreateDialog: Fix regressions from #9536Poommetee Ketson2017-07-091-5/+10
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* ScriptCreateDialog: fix open error crash, remember templatePoommetee Ketson2017-07-071-10/+24
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* Script create diag: Show extensions for currently selected language only.Andreas Haas2017-07-011-4/+2
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* Capitalize template names in script dialog.Andreas Haas2017-06-241-1/+1
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* Add ability to use custom script templates.Andreas Haas2017-06-131-4/+46
| | | | | | | | | | Templates will be loaded from .godot/script_templates For now they're disabled for GDNative. Ideas for further improvements: - Add a "Save as Template" option to the script editor, as it can normally only save to res:// - Support more placeholders / custom placeholders
* Fix errors on engine startup.Andreas Haas2017-05-221-0/+2
| | | | | | | | | Fixes a bunch of the most spammy console errors introduced by recent refactorings: - `AudioServerState` does not exist, this was the reference to it in the source. The surrounding code made it clear that `AudioServerLayout` was meant to be used instead. - `StreamCSVTranslation` same here, it's the only reference. I went with `Translation` here, but I'm not 100% sure on this one. - Some methods have been moved from `Texture` to `Image`, but the old bindings were still there. - A few `name == ""` errors related to duplicating nodes.
* Reworked look and feel of Add Script Dialog.Przemysław Gołąb (n-pigeon)2017-05-061-147/+372
| | | | | Untangled a lot of Controls logic code and placed it in one place. Which squashed few bugs and made code easier to maintain.
* Added the ability to select files as base when creating scriptsmbalint122017-04-151-7/+41
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Editor: Use GDScript as the default language in ScriptCreateDialog.Andreas Haas2017-04-061-5/+13
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-126/+109
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+437
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.