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path: root/editor/create_dialog.h
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* Remove more instances of 'instance' being used as a verbVolTer2022-11-161-1/+1
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* simplify title of create/change node dialogNathan Franke2022-09-071-1/+1
| | | | The create dialog in replace mode now always has the title `Change type of "%s"`, where `%s` is either "MyNodeName" or "MyVisualScript.vs".
* Revert "Remove NOTIFICATION_ENTER_TREE when paired with ↵Rémi Verschelde2022-08-291-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | NOTIFICATION_THEME_CHANGED" This reverts commit 4b817a565cab8af648c88cfc7ab6481e86ee3625. Fixes #64988. Fixes #64997. This caused several regressions (#64988, #64997, https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605) which point at a flaw in the current logic: - `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with `NOTIFCATION_THEME_CHANGED` as introduced in #62845. - Some classes use their `THEME_CHANGED` to cache theme items in member variables (e.g. `style_normal`, etc.), and use those member variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE` notification is now deferred, they end up accessing invalid state and this can lead to not applying theme properly (e.g. for EditorHelp) or crashing (e.g. for EditorLog or CodeEdit). So we need to go back to the drawing board and see if `THEME_CHANGED` can be called earlier so that the previous logic still works? Or can we refactor all engine code to make sure that: - `ENTER_TREE` and similar do not depend on theme properties cached in member variables. - Or `THEME_CHANGE` does trigger a general UI update to make sure that any bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE` does arrive for the first time. But that means having a temporary invalid (and possibly still crashing) state, and doing some computations twice which might be heavy (e.g. `EditorHelp::_update_doc()`).
* Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGEDAaron Record2022-08-271-2/+0
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* Changed the title of change node type dialogUmang Kalra2022-08-201-1/+1
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* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-1/+1
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Rework scene creation dialogkobewi2022-06-211-0/+1
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* Add a new HashSet templatereduz2022-05-201-1/+1
| | | | | * Intended to replace RBSet in most cases. * Optimized for iteration speed
* Replace most uses of Map by HashMapreduz2022-05-161-1/+1
| | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Zero initialize all pointer class and struct membersRémi Verschelde2022-04-041-6/+6
| | | | | This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-1/+1
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* Center when scrolling to tree item.Stijn Hinlopen2022-02-051-1/+1
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* Merge pull request #55509 from V-Sekai/create_node_and_doc_fixRémi Verschelde2022-01-171-2/+8
|\ | | | | Fix crashes when global named scripts extends an unnamed script
| * Properly handle named class types inheriting from scripts without names.SaracenOne2021-12-011-2/+8
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* | Fix theming update in several editor classesYuri Roubinsky2022-01-161-0/+2
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* | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Fix cases of resources destroyed too earlyPedro J. Estébanez2021-01-061-1/+1
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Add override keywords.Marcel Admiraal2020-07-101-1/+1
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* Improve Create Dialog search ranking and refactor calculation.Stijn Hinlopen2020-07-031-30/+35
| | | | | | | | | | | | Code changes: - Improved search ranking with various features (position in type string, string length proportion, in favorite list, in recent list). - Recent items are now stored in an ItemList (no visual change). - Removed results that had a parent that matched the search term to improve clarity. Performance: - Reduce types to process upon opening the dialog (instead of every search change), reduces number of types by 4~5. - Clear arrays after closing dialog instead of keeping them. - Various other optimizations.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Signals: Port more uses of connect_compatRémi Verschelde2020-02-281-0/+1
| | | | | | | | | Those were problematic as they call a method of their parent class, but callable_mp does not allow that unless it's public. To solve it, we declare a local class that calls the parent class' method, which now needs to be protected to be accessible in the derived class.
* Texture refactorJuan Linietsky2020-02-111-1/+1
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Node create dialog filtering optimizationPouleyKetchoupp2019-11-061-0/+1
| | | | Avoid loading the same scripts again and parse them when updating the node type tree.
* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-3/+0
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* Better pre-selection of search result nodes in "Create New Node" dialog.Marcus Brummer2019-06-261-0/+1
| | | | | | | | Also search for substrings in class types, not just subsequences. If for the current search term a substring has been found in a class type name, prefer the substring match over the subsequence. Fixes #26010
* Made use of semicolons more consitent, fixed formattingJohnJLight2019-06-191-1/+1
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* Auto-expand current node type when replace nodeMatthias Schmitt2019-05-241-1/+4
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* Add ability to edit editor feature profilesJuan Linietsky2019-04-081-0/+2
| | | | Allows enabling/disabling parts of the editor and storing/loading profiles for that.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add toggle for favorites in create_root_dialog.willnationsdev2018-08-081-0/+2
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* Expose ScriptCreateDialog to EditorPluginwillnationsdev2018-07-041-0/+1
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Made the Create Dialog be clearer when it's changing a type of something.Michael Alexsander Silva Dias2018-01-031-1/+2
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* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixes random sorting order in Create New Node dialogBernhard Liebl2017-11-041-0/+1
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* create dialog search preferrence fixes: #11697toger52017-09-291-1/+4
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* Fix icons for custom types in the recent & favorites lists in the create dialog.MillionOstrich2017-09-051-0/+2
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-1/+1
| | | | this might cause bugs I haven't found yet..
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Make Create New Node dialog resizable and burninate old dialogRay Koopa2017-03-181-41/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-28/+19
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+147
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.