summaryrefslogtreecommitdiffstats
path: root/scene/gui/split_container.cpp
Commit message (Collapse)AuthorAgeFilesLines
...
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixes collapsed SplitContainersgroud2018-12-011-6/+9
|
* Keep the SplitContainer offset value when it is shrinkedgroud2018-11-151-25/+25
|
* Fixed some warnings found with Cppcheck.Michael Alexsander Silva Dias2018-05-141-7/+0
|
* Fixes a bas resizing with SplitContainerGilles Roudiere2018-01-201-96/+38
|
* 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!
* Fixed SplitContainer showing the "resize" cursor when it shouldn't.Michael Alexsander Silva Dias2017-12-201-39/+27
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-1/+1
| | | | | | | | | | | | 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 constantsIgnacio Etcheverry2017-08-201-3/+3
|
* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-6/+16
| | | | | | -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-5/+5
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-12/+12
| | | | this might cause bugs I haven't found yet..
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* Fix more property names in _change_notify calls.Andreas Haas2017-04-031-1/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-167/+123
| | | | | | | | | | | | | | | | | | | | | | | | 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_METHODHein-Pieter van Braam2017-02-131-7/+7
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-3/+3
| | | | This saves typing and is a step towards fixing #56
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-1/+1
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-2/+2
| | | | differentiated than generalized _input
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-3/+3
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-7/+7
| | | | | | | | 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 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!
* Fixed overloaded virtual functions with const vs none warningmarcelofg552016-06-121-1/+1
|
* -Massive editor dialog cleanupJuan Linietsky2016-01-171-15/+18
| | | | -Added a bottom menu list
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* -split view of property editor and editor settingsJuan Linietsky2015-12-151-0/+1
|
* Fix SplitContainer bool propertiesFranklin Sobrinho2015-11-191-2/+2
|
* missing changesJuan Linietsky2015-06-141-0/+3
|
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+453