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path: root/tools/editor/plugins/spatial_editor_plugin.cpp
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-4131/+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.
* -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 Braam2017-02-131-9/+9
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Several bugfixes, improving the import workflowJuan Linietsky2017-02-061-73/+17
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* Remove Quick Filter Files and fix FS search hotkeyRémi Verschelde2017-01-211-1/+1
| | | | | | The new Quick Filter Files behaviour since 8b47e26 had not been implemented, so this implements it and makes it an editor hotkey instead of a menu entry. Fixes #7582.
* Change camera default rotationvolzhs2017-01-171-3/+3
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-6/+6
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+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).
* 2D and 3D viewport are working again :DJuan Linietsky2017-01-151-8/+8
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* no more errors related to missing GlobalConfig::Get (or so I hope)Juan Linietsky2017-01-141-2/+2
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* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-10/+7
| | | | added a check to detect this case in the future
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-28/+26
| | | | | 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.
* Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method ↵Juan Linietsky2017-01-131-2/+2
| | | | naming
* Reenable node name case setting + code cleanupsRémi Verschelde2017-01-131-22/+5
| | | | | | | | The method _generate_serial_child_name is indeed called relatively often in editor mode, but that commented out code chunk hardly adds to its slowness (and with the default setting, not at all). Also did various related code cleanups and simplifications.
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-3/+3
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* Renamed most signals so they refer to:Juan Linietsky2017-01-121-4/+4
| | | | | -An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
* Type renames:Juan Linietsky2017-01-111-12/+12
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Merge pull request #7438 from tagcup/matrix3_rotate_fixJuan Linietsky2017-01-101-18/+7
|\ | | | | Fix the order in which additional transformations are applied
| * Fix the order in which additional transformations are applied in Matrix3 and ↵Ferenc Arn2017-01-081-18/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Transform. This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too. Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion. Also replaced the few instances of float with real_t in Matrix3 and Transform. Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition. Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).
* | Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky2017-01-101-2/+2
| | | | | | | | container!
* | Removed ratio anchoring (will have to fix multiple 3D views later..)Juan Linietsky2017-01-081-22/+22
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* | 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 Linietsky2017-01-081-5/+5
| | | | | | | | differentiated than generalized _input
* | Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-5/+5
| | | | | | | | renamed to PoolVector
* | Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-15/+15
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* | -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-8/+8
|/ | | | | | | | 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
* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-041-11/+11
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| * Use right handed coordinate system for rotation matrices and quaternions. ↵Ferenc Arn2017-01-031-11/+11
| | | | | | | | | | | | | | | | Also fixes Euler angles (XYZ convention, which is used as default by Blender). Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly. This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
* | -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-20/+20
|/ | | | | | -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 Linietsky2017-01-021-24/+24
| | | | | | | | 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 Verschelde2017-01-021-61/+84
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * WIP particle systemJuan Linietsky2017-01-011-0/+11
| | | | | | | | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-0/+14
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| * -Many many fixesJuan Linietsky2016-10-291-3/+6
| | | | | | | | -Gizmos work again
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-30/+26
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| * Everything returning to normal in 3D, still a long way to goJuan Linietsky2016-10-191-0/+1
| | | | | | | | -implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
| * -Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky2016-10-051-2/+2
| | | | | | | | | | | | | | GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-44/+42
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | 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!
* | Add shortcut to reset cursor position in 3D Editor ( #166 )Fabio Alessandrelli2016-10-041-0/+7
|/ | | | | | | | The shortcut will focus the origin after you moved around with shift + mouse3. The default shortcut is the letter "O", like "F" for focus. This can be customized in the editor shortcuts menu. Closes #166
* -Added bindings to the resource filesystem for editorJuan Linietsky2016-09-101-1/+1
| | | | -Added set_child_rect, which was unavailable for script
* Made it possible to properly draw over the 2D canvas for 2D objects. ↵Juan Linietsky2016-09-101-0/+3
| | | | Arranged some functions to achieve this.
* Added customisable grid color, issue 3781Paulb232016-09-081-4/+6
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* Double click on scene tree element to focus currently selected nodeDaniel J. Ramirez2016-08-271-26/+33
| | | | | In 3D it will focus in the first viewport Enable double click for trees
* Fix EditorSpatialGizmo virtual functions not being calledFranklin Sobrinho2016-07-091-1/+10
| | | | * Bind EditorSpatialGizmo::clear method
* Removed unused variables (second pass) + dead codeRémi Verschelde2016-07-071-75/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Added spatial editor shortcutsDaniel J. Ramirez2016-06-301-149/+114
| | | | for now it does not support the emulate numpad setting
* Renamed Trackpad Hint to Emulate 3 Button Mouse. (#5258)sunnystormy2016-06-211-1/+1
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* * fix messages when modifying on switching the active axisNuno Donato2016-06-101-4/+4
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* Added 3 more translatable stringsDimOkGamer2016-06-011-1/+1
| | | | | | | and fixed russian localization based on user feedback. Added strings already contained in the current version of the localization.