Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Rename pos to position in user facing methods and variables | letheed | 2017-09-20 | 1 | -4/+4 |
| | | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is. | ||||
* | Improved VisualScriptEditor | Daniel J. Ramirez | 2017-09-14 | 1 | -3/+6 |
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* | Fix. resizeable -> resizable. | Daniel J. Ramirez | 2017-09-03 | 1 | -10/+10 |
| | | | | (not actually a typo, but the rest of the API uses resizable) | ||||
* | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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* | Convert Object::cast_to() to the static version | Hein-Pieter van Braam | 2017-08-24 | 1 | -5/+5 |
| | | | | | | | | | | | | 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/ | ||||
* | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | 2017-08-20 | 1 | -3/+3 |
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* | Fixes method definitions with extra number of arguments | Ignacio Etcheverry | 2017-08-10 | 1 | -1/+1 |
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* | Fixes node selection, and properly ignore mouse on inner comment node body, ↵ | Juan Linietsky | 2017-08-08 | 1 | -1/+2 |
| | | | | closes #6298 | ||||
* | BuildSystem: generated files have .gen.extension | Poommetee Ketson | 2017-06-25 | 1 | -1/+1 |
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* | GraphNode: Remove debug print. | Andreas Haas | 2017-06-06 | 1 | -2/+0 |
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* | renamed all Rect2.pos to Rect2.position | alexholly | 2017-06-04 | 1 | -1/+1 |
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* | InputEvent: Renamed "pos" property to "position" | Andreas Haas | 2017-06-03 | 1 | -2/+2 |
| | | | | Make the naming consistent with other classes. | ||||
* | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | 2017-05-20 | 1 | -7/+9 |
| | | | | this might cause bugs I haven't found yet.. | ||||
* | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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* | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -306/+250 |
| | | | | | | | | | | | | | | | | | | | | | | | | 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 | ||||
* | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | 2017-02-13 | 1 | -41/+41 |
| | | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56 | ||||
* | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | 2017-02-13 | 1 | -3/+3 |
| | | | | This saves typing and is a step towards fixing #56 | ||||
* | removed duplicated functions in class hierarchy that were bound more than once | Juan Linietsky | 2017-01-14 | 1 | -16/+2 |
| | | | | added a check to detect this case in the future | ||||
* | -removed stop mouse and ignore mouse from control, which were confusing, ↵ | Juan Linietsky | 2017-01-08 | 1 | -1/+1 |
| | | | | replaced by mouse filter | ||||
* | renamed _input_event for GUI events to _gui_input, so it's more ↵ | Juan Linietsky | 2017-01-08 | 1 | -2/+2 |
| | | | | differentiated than generalized _input | ||||
* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | 2017-01-02 | 1 | -44/+44 |
| | | | | | | | | 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() | ||||
* | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-01 | 1 | -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! | ||||
* | Expose resizable property of GraphNode in inspector | volzhs | 2016-10-13 | 1 | -0/+1 |
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* | Merge pull request #6707 from volzhs/graphnode | Rémi Verschelde | 2016-10-09 | 1 | -0/+3 |
|\ | | | | | Expose selected value of GraphNode | ||||
| * | Expose selected value of GraphNode | volzhs | 2016-10-05 | 1 | -0/+3 |
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* | | Fix GraphEdit grab random node when delete or deselect by clicking empty space | volzhs | 2016-10-05 | 1 | -0/+1 |
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* | -Added focus to comment node | Juan Linietsky | 2016-09-02 | 1 | -1/+30 |
| | | | | -Make comment node not grab focus on main area | ||||
* | More visual script work | Juan Linietsky | 2016-08-25 | 1 | -3/+74 |
| | | | | | | | | | -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 | ||||
* | Likely with bugs and with some features are missing, as well as profiler ↵ | Juan Linietsky | 2016-08-06 | 1 | -0/+33 |
| | | | | support, but VisualScript should be more or less done! | ||||
* | VisualScript can now execute visual scripts, but there is no debugger or ↵ | Juan Linietsky | 2016-08-05 | 1 | -0/+18 |
| | | | | profiler yet. | ||||
* | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | 2016-08-02 | 1 | -0/+5 |
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| * | Fix crash when GraphNode wasn't a child of a Control | Johan Manuel | 2016-07-24 | 1 | -0/+5 |
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* | | WIP visual scripting, not working yet but you can check out stuff | Juan Linietsky | 2016-08-02 | 1 | -6/+18 |
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* | Add missing license headers in our source files (#5255) | Rémi Verschelde | 2016-06-18 | 1 | -0/+28 |
| | | | Also removes a couple wrong Godot headers from third-party source files. | ||||
* | -Cleaned up GraphEdit, also fixes #3568 | Juan Linietsky | 2016-02-08 | 1 | -0/+1 |
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* | Add zoom to GraphEdit | MarianoGNU | 2016-01-18 | 1 | -3/+8 |
| | | | | | | Also fix some responsiveness issues: -Box selection no longer visible when connecting. -Allow cancel connection with mouse's right button. | ||||
* | Duplicate GraphNode(s) [Control+D] | Mariano Javier Suligoy | 2015-07-25 | 1 | -8/+10 |
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* | Fix tab indent | Mariano Javier Suligoy | 2015-07-20 | 1 | -330/+330 |
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* | Select and move multiple nodes at once | Mariano Javier Suligoy | 2015-07-19 | 1 | -341/+345 |
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* | Fixes to GraphEdit: | Juan Linietsky | 2015-01-08 | 1 | -4/+27 |
| | | | | | | | | -Working area is bigger now, solves #1148 -Using Position now works, fixes #1141 -RGB ops now work, fixes #1139 -Missing bindings to GraphEdit and GraphNode added -Shader Graph Editor Shows errors on cyclic links and missing connections | ||||
* | -Work in progress visual shader editor *DOES NOT WORK YET* | Juan Linietsky | 2015-01-03 | 1 | -16/+256 |
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* | -ability to set default textures in shader (needed for visual shader editing) | Juan Linietsky | 2014-12-21 | 1 | -25/+154 |
| | | | | | | -work in progress new graph system (will replace current one) -crash fix in s3m loader (out of bounds acess) -fixed vbox overriding of separation (fixes empty line between section tabs) | ||||
* | WIP work on graph nodes and editing | Juan Linietsky | 2014-12-20 | 1 | -0/+191 |