f6950956bd
Editor Export Settings Dialog is completed!! Now on to make some exporters..
2017-02-19 23:21:35 -03:00
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
117a83fcb9
Merge pull request #7352 from Zylann/polyline
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Polyline
2017-02-12 23:30:04 +01:00
c96fa0f23e
Merge pull request #7757 from volzhs/save-debug-options
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Save and restore debug options for each project
2017-02-12 23:20:48 +01:00
ceac8a780e
Merge pull request #7740 from magyar123/master
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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
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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
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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
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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
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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).
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
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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
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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
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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.
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
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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
da477b76a9
some class renames
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TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
2017-01-12 18:28:12 -03:00
83cb84753f
Renamed most signals so they refer to:
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-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:
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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!
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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.
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-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
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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
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
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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
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Fix bottom panel visibility on play
2017-01-02 15:54:26 +01:00
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
faf6f865dd
Add new option to always open output on play
2016-12-24 20:39:16 -02:00