Commit Graph

400 Commits

Author SHA1 Message Date
117a83fcb9 Merge pull request #7352 from Zylann/polyline
Polyline
2017-02-12 23:30:04 +01:00
c96fa0f23e Merge pull request #7757 from volzhs/save-debug-options
Save and restore debug options for each project
2017-02-12 23:20:48 +01:00
ceac8a780e Merge pull request #7740 from magyar123/master
Add editor option for closing the output when stopping the game.
2017-02-12 23:16:14 +01:00
79e8616fbb Save and restore debug options 2017-02-08 23:51:13 +09:00
1bd1af776c Add editor option for automatically closing the output when stopping the game. 2017-02-06 18:17:20 +01:00
6f2e16306a Several bugfixes, improving the import workflow 2017-02-06 00:38:39 -03:00
331a4d8078 completed scene importing (I hope?) 2017-02-04 20:31:15 -03:00
27eae4ada1 Scene import more or less working, needs some missing features. 2017-02-04 09:48:04 -03:00
9ce2ab9749 OBJ file importing! 2017-02-03 00:08:50 -03:00
a02933bb3c wav file importing! 2017-02-02 22:51:58 -03:00
b3aebcf6df CSV translation import plugin 2017-02-01 20:41:05 -03:00
2cd2ca7bbc Lot of work in new importer, importing textures now works. 2017-02-01 09:46:36 -03:00
96de0141cc Removed import/export system, will start new one from scratch. 2017-01-25 21:57:08 -03:00
266fbd8c76 Merge pull request #7642 from guilhermefelipecgs/add_category
Add run/output category
[ci skip]
2017-01-25 20:17:03 +01:00
7e1afeafd4 Audio bus editing is COMPLETE! 2017-01-25 14:31:52 -03:00
d59d899103 Add run/output category 2017-01-25 15:13:07 -02:00
35b7295a71 Include filesystem dock split offset in editor layouts
Cherry-picked from 2ac89f6540
2017-01-25 02:48:30 +01:00
3b019bf644 Ability to delete, drag and drop audio buses! 2017-01-23 23:12:41 -03:00
0aa7242624 WIP new AudioServer, with buses, effects, etc. 2017-01-21 19:01:00 -03:00
c4d6e54e93 Remove Quick Filter Files and fix FS search hotkey
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.
2017-01-21 13:07:32 +01:00
2a0ddc1e89 Style: Various fixes to play nice with clang-format 2017-01-16 08:49:52 +01:00
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
3890256fc5 Style: Cleanups, added headers, renamed files
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).
2017-01-16 08:04:23 +01:00
b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
b24b52d56b Add a API to add/remove items to the "Tools" menu 2017-01-15 16:42:24 +01:00
e2fba10b95 Added Line2D node that draws a polygon-based line
It supports unlimited width, color gradient, texture and some geometry
options for joints and caps. Also transparency without artifacts
(provided that line joints aren't too sharp).
2017-01-15 00:44:46 +01:00
dcb95ec147 removed duplicated functions in class hierarchy that were bound more than once
added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
93ab45b6b5 Style: Fix whole-line commented code
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.
2017-01-14 14:52:23 +01:00
d9d77291bc rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename() 2017-01-14 00:51:09 -03:00
e53c247cb1 Created new Engine singleton, and moved engine related OS functions to it. 2017-01-13 12:51:14 -03:00
04c749a1f0 New API for visibility in both CanvasItem and Spatial
visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
2017-01-13 10:45:50 -03:00
da477b76a9 some class renames
TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
2017-01-12 18:28:12 -03:00
83cb84753f Renamed most signals so they refer to:
-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).
2017-01-12 00:51:08 -03:00
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
48097f6df3 Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a container! 2017-01-10 01:49:55 -03:00
a503f8aadc Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!
This means that each time this scene is instanced, the resource will be unique!
As such, thanks to this, the following features were implemented:
-ButtonGroup is no longer a control, it's now a resource local to the scene
-ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-10 01:07:03 -03:00
94ee7798ce -removed stop mouse and ignore mouse from control, which were confusing, replaced by mouse filter 2017-01-08 19:54:19 -03:00
4fd464a4c5 Removed ratio anchoring (will have to fix multiple 3D views later..) 2017-01-08 19:12:24 -03:00
fa170cbc58 PopupMenu now emits both index_pressed and id_pressed instead of item_pressed, closes #3188 2017-01-08 18:18:54 -03:00
920947f297 renamed _input_event for GUI events to _gui_input, so it's more differentiated than generalized _input 2017-01-08 16:28:12 -03:00
99ceddd11e Editor settings categories are now tidy and beautiful! 2017-01-05 19:41:36 -03:00
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor 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
2017-01-05 09:16:00 -03:00
b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to 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()
2017-01-02 23:03:46 -03:00
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
ac04a932d6 Merge pull request #7364 from guilhermefelipecgs/fix_bottom_panel_visibility_on_play
Fix bottom panel visibility on play
2017-01-02 15:54:26 +01:00
c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00
faf6f865dd Add new option to always open output on play 2016-12-24 20:39:16 -02:00
d1e3c0f017 Merge pull request #7347 from bebae/master
Allows to start the scene with custom arguments within the editor
2016-12-23 15:59:16 +01:00
da950cd0f2 PopupMenu upgrade: Hide on item selection (#7306)
* Added the option to set hide on item selection. Usable in GDScript and from within the source code when you want to specify popup menus you don't want to close immediately when selecting an item

* Renamed getter from get_ to is_, fixed parent/child behavior, renamed bool variable to match most code and added ADD_PROPERTYNO to save some memory
2016-12-23 15:43:45 +01:00