Commit Graph

60 Commits

Author SHA1 Message Date
047e0b7de5 Reworked tooltips to use the popup system. 2020-03-26 15:49:45 +01:00
b3080bc2f4 Popups have also been converted to windows
Controls using the old modal API have been replaced to use popups.
2020-03-26 15:49:44 +01:00
441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
4758057f20 Working multiple window support, including editor 2020-03-26 15:49:40 +01:00
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
1dae4c9e7f Merge pull request #31267 from sparkart/fix_optionbutton_offset
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
Fixes the offset issue with the OptionButton's popup.
2019-08-12 00:13:02 -07:00
ff7184c5cb Improve the node configuration warning display
- 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
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
Add `popup_centered_clamped()` method to Popup
2019-05-28 11:36:41 +02:00
80e9e93e27 Add Popup::popup_centered_clamped method
- 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
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
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
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
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
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
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
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
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
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..
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
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)
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
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
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
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
-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
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
22419082d9 Remove some noisy debug prints
Part of #5031
2016-07-17 18:25:21 +02:00
c195c0df6b -Added configuration warning system for nodes
-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