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path: root/tools/editor/plugins/script_editor_plugin.cpp
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-2491/+0
| | | | | | 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.
* Merge pull request #7857 from Hinsbart/external_script_breakRémi Verschelde2017-02-261-0/+4
|\ | | | | Don't switch to script on breakpoint hit when using external editor.
| * Don't switch to script on breakpoint hit when using external editor.Andreas Haas2017-02-201-0/+4
| | | | | | | | Fixes #7705
* | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
|/ | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-3/+3
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Sort settings for scripts in the editorBojidar Marinov2017-02-021-4/+39
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-0/+1
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* Allow closing a script tab without savingWilhem Barbier2017-01-151-3/+14
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-5/+5
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-5/+5
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* some class renamesJuan Linietsky2017-01-121-1/+1
| | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
* Fix current script background colorPaulb232017-01-121-1/+1
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* 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
* Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky2017-01-101-2/+2
| | | | container!
* PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky2017-01-081-4/+4
| | | | item_pressed, closes #3188
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-2/+2
| | | | differentiated than generalized _input
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-36/+36
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-48/+48
| | | | | | | | 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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-0/+2
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Blend shapes using transform feedback (GPU)Juan Linietsky2016-11-241-0/+2
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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 p_index out of size error when closing scriptvolzhs2016-10-311-1/+1
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* | Fix 2 search menus are shownvolzhs2016-10-311-11/+6
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* | Prevent unwanted script editor input on game crashHenrique Lacreta Alves2016-10-221-0/+1
|/ | | Fixes #6530.
* Fix "Save All" option in Script editor.Andreas Haas2016-10-021-20/+1
| | | | | Also removes some old code. fixes #6667
* Fix highlight current script when script temputure is disabledPaulb232016-09-151-15/+16
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* Merge pull request #6465 from Paulb23/script_highlight_color_updateRémi Verschelde2016-09-121-0/+1
|\ | | | | Update current script color on change
| * Update current script color on changePaulb232016-09-121-0/+1
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* | Do ctrl-click on any code identifier to go to definiton or help page.Juan Linietsky2016-09-121-1/+46
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* Changed default assignment of shorcut for alt-left/right to history ↵Juan Linietsky2016-09-111-2/+2
| | | | | | | next/prev, which is more standard and useful. Indent can be done with tab and shift-tab anyway. If you don't like this, feel free to reassign them manually in the editor settings :P
* -Cleaned up find/replace bar for replace (made selection only default if ↵Juan Linietsky2016-09-111-0/+1
| | | | | | selection exists), also made buttons look like buttons -Fixed a bug related to theme propagation, may be able to solve #6443, #6302 and others. Please test.
* Merge pull request #6137 from supaiku-o/masterJuan Linietsky2016-09-101-2/+36
|\ | | | | Add a Close All files option to script editor
| * Added CLOSE_ALL files option to script editorsupaiku2016-08-131-2/+36
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* | Added setting to change current script background color, issue 5450Paulb232016-09-071-2/+9
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* | More visual script workJuan Linietsky2016-08-251-2/+27
|/ | | | | | | | | -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 Linietsky2016-08-061-1/+35
| | | | support, but VisualScript should be more or less done!
* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2016-08-021-0/+1
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| * Explicitly initialize 'pending_auto_reload' to false.Saracen2016-07-291-0/+1
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* | WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-1048/+199
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* Merge pull request #5760 from r1cebank/issue-5636__add-close-docs-optionRémi Verschelde2016-07-191-1/+25
|\ | | | | Script Editor: adding close all docs menu option
| * Script Editor: adding close all docs menu optionSiyuan Gao2016-07-181-1/+25
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* | Always soft reload editor plugins. Closes #5273Juan Linietsky2016-07-181-1/+3
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* | Fix ScriptEditor don't saving the layout when opening a help pageFranklin Sobrinho2016-07-181-9/+18
| | | | | | | | - Use ScriptEditor::_update_script_names just once when re-creating the layout
* | Merge pull request #5723 from Paulb23/toggle_breakpoint_gutter_issue_5712Rémi Verschelde2016-07-181-0/+14
|\ \ | | | | | | Fixed toggle breakpoint gutter not updating when the game is running, issue 5712
| * | Fixed breakpoint gutter toggle not updating when game is running, issue 5712Paulb232016-07-151-0/+14
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* / Added block caret to TextEditPaulb232016-07-121-0/+3
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* Added completion font colorsPaulb232016-07-111-0/+1
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* Added completion scroll colorPaulb232016-07-111-0/+1
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* Finally fixes the infamous bug #4444, hoping to never see you again.Juan Linietsky2016-07-091-0/+9
| | | | Closes #4444.