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path: root/editor/dependency_editor.cpp
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* Show dependency warning when removing remaps and fallback if translationPucklaMotzer092022-08-031-0/+40
| | | | remap does not exist
* Extract EditorResourceConversionPlugin into its own source files and clean ↵Yuri Sizov2022-07-311-0/+1
| | | | up editor includes
* dependency editor: set current directory to closest existing directoryNathan Franke2022-07-231-0/+3
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* Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialogFireForge2022-07-091-4/+4
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* Remake resource thread safety and APIreduz2022-06-221-1/+1
| | | | | | | | * Ensures thread safety when resources are destroyed. * Simplified API by always forcing `ResourceCache::get_ref`, which needs less hacks and is fully thread safe. * Removed RWLock for resources because its not possible to use for the new logic. Should not be a problem. Supersedes #57533
* Improve title of DependencyEditorOwnerskobewi2022-06-031-1/+1
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* Add the button pressed to some signals in Treetrollodel2022-05-211-4/+10
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* Replace most uses of Map by HashMapreduz2022-05-161-7/+7
| | | | | | | | | | | | * 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!
* Changed signals of ItemListVitika92022-05-061-2/+6
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* Make FileAccess and DirAccess classes reference counted.bruvzg2022-04-111-1/+1
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* Convert uses of `DirAccess *` to `DirAccessRef` to prevent memleaksRémi Verschelde2022-03-111-2/+1
| | | | | | | | `DirAccess *` needs to be deleted manually, and this is often forgotten especially when doing early returns with `ERR_FAIL_COND`. `DirAccessRef` is deleted automatically when it goes out of scope. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
* Remove most EditorNode constructor parameters and fieldstrollodel2022-02-141-4/+2
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* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-2/+5
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* String: Add contains().Anilforextra2022-02-041-1/+1
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-2/+2
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Fix bad popups offset in editor with single window offjmb4622021-12-061-1/+2
| | | | | Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com> Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
* Added `reset_size` method to `Control` and `Window` classesYuri Roubinsky2021-11-221-2/+2
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* Use range iterators for `Map`Lightning_A2021-09-301-10/+10
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* Dependency editor: Edit message about move to trashRémi Verschelde2021-08-021-2/+2
| | | | Fixes #47106.
* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-4/+4
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* Merge pull request #50786 from reduz/implement-resource-uidsRémi Verschelde2021-07-241-0/+9
|\ | | | | Implement Resource UIDs
| * Implement Resource UIDsreduz2021-07-241-0/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Most resource types now have unique identifiers. * Applies to text, binary and imported resources. * File formats reference both by text and UID (when available). UID always has priority. * Resource UIDs are 64 bits for better compatibility with the engine. * Can be represented and used textually, example `uuid://dapwmgsmnl28u`. * A special binary cache file is used and exported, containing the mappings. Example of how it looks: ```GDScript [gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"] [ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"] ``` GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files. This will be reserved for future PRs.
* | Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-11/+9
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* Optimize StringName usagereduz2021-07-181-9/+9
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Add header theme type variations to labelskobewi2021-07-131-0/+2
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* Clean up Treereduz2021-07-041-1/+7
| | | | | | | | | | | Fixes some problems introduced by #49917 * Tree used minimum size as a stretch ratio, so it forced a minimum size of 1. * Minimum size redone, stretch ratio moved to a separate setting * Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired. * Added a clip content option for situations where fit to contents does not apply. * Icon would scroll with the item, making it invislbe if the item is too long. * Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
* Implement Tree's internal minimum width calculationGilles Roudière2021-06-281-1/+1
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* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-1/+1
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Improve TreeItem API and allow to move nodestrollodel2021-05-171-2/+2
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* Rename Array.invert() to Array.reverse()Marcel Admiraal2021-03-211-3/+3
| | | | | Does the same internally for List and Vector<>, which includes all PackedArray types.
* Reorganize Project Settingsreduz2021-02-181-4/+4
| | | | | | | -Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
* 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 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-2/+2
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* Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-4/+4
| | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-0/+2
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* Merge pull request #41263 from Calinou/filesystem-dock-rename-delete-optionRémi Verschelde2020-11-161-2/+2
|\ | | | | Rename the "Delete" option in the FileSystem dock to "Move to Trash"
| * Rename the "Delete" option in the FileSystem dock to "Move to Trash"Hugo Locurcio2020-08-141-2/+2
| | | | | | | | | | It actually moves files to the system trash instead of removing them completely.
* | Refactored Variant Operators.reduz2020-11-061-8/+8
|/ | | | | -Using classes to call and a table -For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
* Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-4/+4
| | | | resource depency dialogs).
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-14/+28
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-45/+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.
* Replace NULL with nullptrlupoDharkael2020-04-021-3/+3
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-6/+6
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* Working multiple window support, including editorJuan Linietsky2020-03-261-12/+12
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-3/+3
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-19/+8
| | | | | | | | | Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-8/+8
| | | | objects and made them default.
* Texture refactorJuan Linietsky2020-02-111-6/+6
| | | | | | | | -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.