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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-50/+41
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-3/+31
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-4/+4
| | | | | | 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.
* some class renamesJuan Linietsky2017-01-121-1/+1
| | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
* Type renames:Juan Linietsky2017-01-111-1/+1
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* -Added diectly editable expressions on node to VSEditor, closes #6392Juan Linietsky2016-09-061-0/+1
| | | | -Added ability for LineEdit to expand to fit text
* Connection hints when connecting to empty space.Juan Linietsky2016-09-031-0/+27
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* More improvements to visual script..Juan Linietsky2016-08-311-1/+6
| | | | fixed a bug of not saving when sub-nodes changed.
* Even more work on visual script editor:Juan Linietsky2016-08-261-1/+8
| | | | | | | | -Added constructor nodes, specialized and conversion ones. -Cleaned up how unconnected input default values are shown and edited (much cleaner) -Dragging scene nodes into graph makes a call dialog appear by deault -Dragging properties into graph is set by default, not get -fixed dragging internal functions into graph
* More visual script workJuan Linietsky2016-08-251-0/+14
| | | | | | | | | -Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts
* Proper function/property selection in visual script editing for property.Juan Linietsky2016-08-231-0/+4
| | | | This one has an ordered list, built-in description, search, etc.
* VisualScript: Adding TOOLS_ENABLED flag where needed (#6144)vkbsb2016-08-151-0/+2
| | | Fixes #6022.
* -Show proper node name in subcallJuan Linietsky2016-08-081-1/+2
| | | | -Implemented Ctrl-F to focus script type search
* Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky2016-08-061-2/+18
| | | | support, but VisualScript should be more or less done!
* More work on visual scripting..Juan Linietsky2016-08-031-0/+12
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* More progress on visual script editingJuan Linietsky2016-08-031-0/+8
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* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-0/+147