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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* Fix build for templatesGeorge Marques2016-09-121-0/+4
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* Do ctrl-click on any code identifier to go to definiton or help page.Juan Linietsky2016-09-121-0/+437
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* Added constants from types in code completion, somehow this was never added.Juan Linietsky2016-09-111-1/+12
| | | | Stuff like Label.ALIGN_CENTER or Mesh.PRIMITIVE_TRIANGLES did not complete..
* Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky2016-09-101-1/+1
|\ | | | | Fix some more warnings
| * Remove some unused variablesJohan Manuel2016-08-131-1/+1
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* | Clean up GDScript templateRăzvan Cosmin Rădulescu2016-09-051-7/+5
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* | Brand new networked multiplayerJuan Linietsky2016-08-191-3/+25
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* | Added yield() signal smart autocompletion.Juan Linietsky2016-08-061-0/+17
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* | Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky2016-08-061-1/+1
| | | | | | | | support, but VisualScript should be more or less done!
* | VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky2016-08-051-2/+9
| | | | | | | | profiler yet.
* | Document FuncRef, GDFunctionState, InstancePlaceholder, RID, World2Deska2016-07-301-1/+1
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* Removed unused variables (first pass)Rémi Verschelde2016-07-071-48/+9
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Properly show the source:line even in inner clases, closes #3766Juan Linietsky2016-06-281-1/+1
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* Removed lots of printsDaniel J. Ramirez2016-06-181-8/+0
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* reverted to ==, if a line is missing a statement, we'll have to make sure to ↵Juan Linietsky2016-06-171-1/+1
| | | | add it
* changed == for >= since some statements may not store a line (if line is empty)Juan Linietsky2016-06-171-1/+1
| | | | this is added to #5204
* Fix crash in code completionGeorge Marques2016-06-131-5/+7
| | | | Fix #4641
* First version of ProfilerJuan Linietsky2016-05-211-29/+29
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* -Change link to new documentationJuan Linietsky2016-02-201-0/+1
| | | | -fixed bug in tilemap collision debug
* Merge pull request #3658 from Hinsbart/doc_joyeventRémi Verschelde2016-02-111-2/+2
|\ | | | | doc: use correct identifiers for InputEventJoystick{Motion, Button}
| * doc: use correct identifier for InputEventJoystick{Motion, Button}hondres2016-02-101-2/+2
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* | -Added missing functions to the doc, fixes #3583Juan Linietsky2016-02-091-0/+24
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Added proper code completion for singletonsreduz2015-12-281-0/+64
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* Add script auto-completion for function parametersFranklin Sobrinho2015-11-261-0/+9
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* detect node and variable assignments in _ready, _init, etc for further code ↵Juan Linietsky2015-08-301-1/+53
| | | | completion
* more code completion improvementsJuan Linietsky2015-06-271-82/+464
| | | | | | -calltip dissapears with more types of keypresses or when pressing ')' -properly looks into autoloaded scripts or nodes with another script for script functions/variables/etc.
* improved get_node(), connect(), etc code completion.Juan Linietsky2015-06-261-2/+24
| | | | | -properly completes text arguments -includes the "/root" autoloads
* Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-1/+1
| | | | | | | | | | | -ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
* Merge pull request #1667 from TheHX/fix_multiline_stringsJuan Linietsky2015-04-181-1/+1
|\ | | | | Now the script editor highlight all lines of a multiline string
| * Now the script editor highlight all lines of a multiline stringFranklin Sobrinho2015-04-091-1/+1
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* | Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* fix typo in script templateHinsbart2015-02-101-1/+1
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* fixesJuan Linietsky2015-01-131-1/+1
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* -added new code completion guess locations, closes #1032Juan Linietsky2015-01-031-3/+50
| | | | -moved commandline fix to mingw-only, should fix #1064
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2014-12-211-10/+55
|\ | | | | | | | | | | | | Conflicts: modules/gdscript/gd_editor.cpp Improved code completion for InputEvent (shows members by type)
| * FixesJuan Linietsky2014-12-201-10/+55
| | | | | | | | | | | | | | | | -=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes
* | -improved completion options for InputEvent, shows all event types nowJuan Linietsky2014-12-181-24/+71
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* -fixed crash reported by n-pigeonJuan Linietsky2014-12-161-1/+1
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* -fix compilation issueJuan Linietsky2014-12-161-32/+20
| | | | | -fix missing built-ins in completion -fix parse error
* New Code CompletionJuan Linietsky2014-12-161-339/+1052
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* compilation fixJuan Linietsky2014-12-081-1/+6
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* Small FixesJuan Linietsky2014-12-081-21/+279
| | | | | | | | -=-=-=-=-=- -Bug in navmesh demo fixed -Bug in variant -Better Collada Exporter supports proper names of exported shapekeys
* Batch of BugfixesJuan Linietsky2014-12-071-1/+1
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* Bug FixesJuan Linietsky2014-11-021-0/+1
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-3/+3
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* Little BitsJuan Linietsky2014-10-121-0/+3
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* Misc FixesJuan Linietsky2014-06-271-1/+1
| | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* Making Godot Easier to Use..Juan Linietsky2014-05-241-0/+64
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -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.