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path: root/modules/gridmap/grid_map_editor_plugin.cpp
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* Make translatable some undo/redo operations in the editorMichael Alexsander Silva Dias2019-02-211-1/+1
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* Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-4/+4
| | | | Fixes #25316.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Get rid of gridmap error due to not yet valid cursor instance, fixes #17546Juan Linietsky2018-11-161-1/+3
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* Fix warnings for operator precedence disambiguation [-Wparentheses]Rémi Verschelde2018-09-271-6/+8
| | | | | | | | | | | | | | | | | | | | | | Fixes the following GCC 5 warnings: ``` core/io/resource_format_binary.cpp:1721:29: warning: suggest parentheses around arithmetic in operand of '|' [-Wparentheses] core/typedefs.h:108:24: warning: suggest parentheses around comparison in operand of '!=' [-Wparentheses] editor/plugins/spatial_editor_plugin.cpp:2202:58: warning: suggest parentheses around comparison in operand of '!=' [-Wparentheses] editor/plugins/spatial_editor_plugin.cpp:5002:12: warning: suggest explicit braces to avoid ambiguous 'else' [-Wparentheses] main/input_default.cpp:346:59: warning: suggest parentheses around '-' inside '<<' [-Wparentheses] main/input_default.cpp:348:60: warning: suggest parentheses around '-' inside '<<' [-Wparentheses] main/input_default.cpp:579:57: warning: suggest parentheses around '-' inside '<<' [-Wparentheses] modules/gridmap/grid_map_editor_plugin.cpp:613:14: warning: suggest explicit braces to avoid ambiguous 'else' [-Wparentheses] modules/theora/video_stream_theora.cpp:335:34: warning: suggest parentheses around '+' in operand of '&' [-Wparentheses] modules/theora/video_stream_theora.cpp:336:35: warning: suggest parentheses around '+' in operand of '&' [-Wparentheses] modules/visual_script/visual_script_property_selector.cpp:215:38: warning: suggest parentheses around '&&' within '||' [-Wparentheses] scene/gui/rich_text_label.cpp:424:84: warning: suggest parentheses around '&&' within '||' [-Wparentheses] scene/gui/rich_text_label.cpp:512:80: warning: suggest parentheses around '&&' within '||' [-Wparentheses] scene/gui/scroll_container.cpp:173:36: warning: suggest parentheses around '&&' within '||' [-Wparentheses] scene/gui/scroll_container.cpp:173:86: warning: suggest parentheses around '&&' within '||' [-Wparentheses] scene/gui/tree.cpp:1419:98: warning: suggest parentheses around '&&' within '||' [-Wparentheses] ```
* Fix selection box staying when editing a GridMapJFonS2018-09-201-1/+1
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-3/+3
| | | | | | 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.
* Add option to move Tile/GridMap editors to another sideMichael Alexsander Silva Dias2018-08-221-14/+35
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* Rename instances of the word "theme" to "mesh_library" in GridMap and ↵Michael Alexsander Silva Dias2018-08-221-49/+49
| | | | MeshLibrary editors
* Merge pull request #16944 from rainerdeyke/masterMax Hilbrunner2018-07-031-0/+31
|\ | | | | Added 'fill selection' command to grid map editor
| * Add 'fill selection' command to grid map editorRainer Deyke2018-02-231-0/+31
| | | | | | | | | | | | | | | | This commit adds a 'fill selection' command (shortcut: shift+f) to the grid map editor, making it easier to block out large parts of grid maps. The new command is equivalent to the existing 'clear selection' command except that it fills the selection with the currently selected block instead of the empty grid cell.
* | Fixes logically dead code (Coverity)Crazy-P2018-04-211-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
* | Use radio-button-like menu entries where applicablePedro J. Estébanez2018-03-271-6/+6
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* | Merge pull request #17079 from Noshyaar/leak2Rémi Verschelde2018-03-131-2/+3
|\ \ | | | | | | GridMapEditorPlgn: fix a leak
| * | GridMapEditorPlgn: fix a leakPoommetee Ketson2018-02-271-2/+3
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* | GridMap: fix next/prev plane text, fix meta not foundPoommetee Ketson2018-03-021-3/+3
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* | Fix grid mesh tile panning bug (issue 16524)poke10242018-02-281-3/+13
|/ | | | Fix basic function and interference of touch pad pan with mesh tile delete (shift + right click on touch pad) in grid map editor (fix 16524)
* Gridmap editor now lists plane instead of floor when not horizontal.Anish2018-02-171-3/+17
| | | | | | | | Instead of gridmap editor calling grid as floor irrespective of the orientation, it now calls the grid plane if it's vertical and floor if horizontal. Resolves: #14611
* 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Native pan and zoom for macOSBernhard Liebl2017-11-211-0/+10
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* Rename Rect3 to AABB.Ferenc Arn2017-11-171-1/+1
| | | | Fixes #12973.
* Several improvements to GridMap.Daniel J. Ramirez2017-11-091-75/+106
| | | | | | Fixed crash when undoing. More ergonomic shortcuts. Fixed freelook navigation.
* Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky2017-09-011-2/+2
| | | | #9935, closes #10135
* -Largely rewrote gridmap to simplify itJuan Linietsky2017-08-271-12/+87
| | | | | -Got editor working again -Added a current-floor marker on selection
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add several missing Null checks in _notificationHein-Pieter van Braam2017-08-261-0/+3
| | | | This fixes #6118
* -Massive clean up to gizmosJuan Linietsky2017-08-261-293/+67
| | | | | | | -Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
* Fix i18n bug in GridMap stringRémi Verschelde2017-08-251-4/+2
| | | | Regression from 6134d87 causing build issue on clang.
* Editor: Add some more translatable strings.Andreas Haas2017-08-251-29/+29
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-4/+4
| | | | | | | | | | | | 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/
* Some control fixes and removed useless linesGilles Roudiere2017-08-191-1/+1
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* Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-131-1/+1
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* renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-1/+1
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-3/+3
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-101/+105
| | | | this might cause bugs I haven't found yet..
* Implemented scrolling factor for smooth trackpad scrollingtoger52017-05-071-2/+2
| | | | | Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-9/+9
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-528/+430
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-03-051-2/+2
| | | | | | 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.
* Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-56/+36
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-1/+1
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-3/+3
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* Type renames:Juan Linietsky2017-01-111-15/+15
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky2017-01-101-1/+0
| | | | container!
* PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky2017-01-081-1/+1
| | | | item_pressed, closes #3188
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-3/+3
| | | | renamed to PoolVector
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-3/+5
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* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-041-9/+9
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