1dae4c9e7f
Merge pull request #31267 from sparkart/fix_optionbutton_offset
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Fix Offset with OptionButton Popup
2019-08-14 11:43:42 +02:00
97167209cb
Exposed set_as_minsize to gdscript
2019-08-14 16:09:55 +09:30
b97e198bdd
Fix Offset with OptionButton Popup
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Fixes the offset issue with the OptionButton's popup.
2019-08-12 00:13:02 -07:00
ff7184c5cb
Improve the node configuration warning display
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- Refer to properties explicitly when possible
- When multiple warnings are returned, always separate them by one
blank line to make them easier to distinguish
- Improve grammar and formatting
2019-07-09 00:18:00 +02:00
e222615e97
Fix editor remaining dimmed after certain actions
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Fixes #30368
2019-07-06 17:37:40 +03:00
54653565a4
Fix Popup::popup_centered not centering at the first call
2019-06-25 12:04:29 -03:00
47f00925dc
Merge pull request #28454 from homer666/popup-centered-maxsize
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Add `popup_centered_clamped()` method to Popup
2019-05-28 11:36:41 +02:00
80e9e93e27
Add Popup::popup_centered_clamped method
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- Also replace redundant duplicate code in editor dialogs with calls to popup_centered_clamped()
2019-04-30 05:35:43 +10:00
b8e09f98c4
Make buttons that trigger popups have the same scale
2019-04-29 13:07:47 -03:00
f48829d1a4
Fix button alignment of Package Installer on OSX
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This problem occurs only in the HiDPI environment.
2019-02-13 23:52:14 +09:00
ed9b230744
Hide visible popups by default if visible when entering tree, unless on editor. Fixes #24737
2019-01-14 13:16:19 -03:00
b16c309f82
Update copyright statements to 2019
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Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
6ce9951d9e
Many fixes to gradient editor, which was pretty broken. Closes #19308
2018-09-07 13:49:10 -03:00
7a3882723c
Fix #16069 , #19292 , #19267 and #18940
2018-06-06 13:16:52 -03:00
e4213e66b2
Add missing copyright headers and fix formatting
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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.
2018-01-05 01:22:23 +01:00
b50a9114b1
Update copyright statements to 2018
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Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
6f185cc9f7
Remove unecessary anchors&margins set causing bad display (sons of containers)
2017-09-27 00:38:28 +02:00
05bb8e0c10
Remove set_area_as_parent_rect and replace it by set_anchors_and_margins_preset(PRESET_WIDE)
2017-09-22 11:39:44 +02:00
7ad14e7a3e
Dead code tells no tales
2017-08-27 22:13:45 +02:00
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
cacced7e50
Convert Object::cast_to() to the static version
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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/
2017-08-24 23:08:24 +02:00
2cc8309249
Merge pull request #10351 from neikeq/enums-are-for-the-weak
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ClassDB: Provide the enum name of integer constants
2017-08-21 19:56:08 -03:00
32dd9a9f66
ClassDB: Provide the enum name of integer constants
2017-08-20 22:07:43 +02:00
541fdffc0a
Merge pull request #10319 from neikeq/pr-engine-editor-hint
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Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
06256cd778
Some control fixes and removed useless lines
2017-08-19 19:10:00 +02:00
90b8a5b71e
Removes editor_hint from SceneTree
2017-08-19 01:29:45 +02:00
00f6c85928
Synchronize parameter names in definition and declaration
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Fixes #10244 .
2017-08-16 17:22:23 +02:00
0d35d4d53b
Replace GUI anchor type by a float between 0 and 1
2017-08-13 21:20:13 +02:00
a3c90b0293
renamed all Rect2.pos to Rect2.position
2017-06-04 02:09:17 +02:00
5b3709d309
Removal of InputEvent as built-in Variant type..
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this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
8589ca3903
Rename [gs]et_pos to [gs]et_position for Controls
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Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
5dbf1809c6
A Whole New World (clang-format edition)
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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
2017-03-05 16:44:50 +01:00
7623fd10bf
Make Editor, Export and Project settings dialogs resizable and store their bounds
2017-03-03 18:45:53 +01:00
411ee71b4d
Rename the _MD macro to D_METHOD
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
0f687f0ccb
Remove use of _SCS from ADD_METHOD
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This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
04c749a1f0
New API for visibility in both CanvasItem and Spatial
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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
2017-01-13 10:45:50 -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
b085c40edf
-Conversion of most properties to a simpler syntax, easier to use by script
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-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.
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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
c7bc44d5ad
Welcome in 2017, dear changelog reader!
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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!
2017-01-01 22:03:33 +01:00
22419082d9
Remove some noisy debug prints
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Part of #5031
2016-07-17 18:25:21 +02:00
c195c0df6b
-Added configuration warning system for nodes
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-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
2016-05-17 18:28:44 -03:00
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
72fcb8a35b
-Moved all the "root" input handling for GUI from individual Controls to Viewport.
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-Should fix several reported bugs when controls don't have a common parent
This may have added new bugs, so please report if so!
2016-01-16 22:41:10 -03:00
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
974e5362bc
-forgot a check for tools enabled, closes #3166
2015-12-29 12:14:02 -03:00
45ad1024e1
make it easy to edit popupmenus, fixes #2595
2015-12-29 09:26:17 -03:00
9a58960d28
some editor window changes
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-ability to make dock position configurable, and it gets saved
-editor starts maximized default
2015-06-13 22:12:53 -03:00