| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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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).
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added a check to detect this case in the future
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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.
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visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
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Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
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container!
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Fix #7455 - script text editor's right click menu being weird
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item_pressed, closes #3188
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differentiated than generalized _input
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-Added code lookup and code completion support for properties too
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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()
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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!
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Adds an option to the script editor context menu that lets you open
a ColorPicker in order to easily edit `Color()` constructors.
To do this, right click on the word `Color` and select `Pick Color`.
A side effect of this change is that the script editor now has its own
context menu instead of re-using the one from TextEdit.
It's now possible to indent left/right and to toggle comments via this menu.
I also felt free to make it more context-sensitive than before:
Now "Cut" and "Copy" will only be shown if text has actually been selected.
I also added default shortcuts for indent left/right. (alt + left/right)
Closes #6232
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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
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-Added dropping nodes to text editor for them to become a path
-Fixed issues with font not properly being set in code editor
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support, but VisualScript should be more or less done!
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