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| * 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.
* Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+1
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* Removed unused variables, add some constants numbersRafał Mikrut2019-12-101-1/+0
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* Fix the dependency error dialog being too small on hiDPI displaysHugo Locurcio2019-10-121-1/+1
| | | | This closes #32770.
* Improve localizationSayan Nandan2019-07-061-1/+1
| | | This commit improves localization and clarifies that once removed, the file cannot be restored
* Minor enhancements to the dependency editorMichael Alexsander Silva Dias2019-06-151-20/+20
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* Add tooltip for the dependencies buttons in the orphan explorer dialogMichael Alexsander Silva Dias2019-06-061-1/+1
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* Merge pull request #27707 from Calinou/tweak-message-wordingRémi Verschelde2019-04-301-2/+2
|\ | | | | Improve wording of various messages and make casing more consistent
| * Improve wording of various messages and make casing more consistentHugo Locurcio2019-04-211-2/+2
| | | | | | | | | | This also adds the number of selected projects to the confirmation dialog that appears before removing projects.
* | Allow default audio bus layout modificationlupoDharkael2019-04-051-1/+5
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* Fix deleting properties after deleting filesqarmin2019-03-161-2/+16
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* Fix error when deleting default environmentqarmin2019-02-201-1/+5
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* Rescan files and folders deleting themqarmin2019-02-091-1/+1
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add signals for files move/delete/rename to FileSystemDockgroud2018-12-061-0/+9
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* Clear application/run/main_scene if that file is deletedThomas Winderweedle2018-12-061-0/+6
| | | | Fixes #22473
* Let user fix dependencies in resourcesPedro J. Estébanez2018-11-021-3/+11
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* Merge pull request #21426 from groud/add_files_to_tree_viewRémi Verschelde2018-09-201-12/+16
|\ | | | | Add files to tree view
| * Fixes favorites not updating and rename favorite_dirs to favoritesgroud2018-09-181-12/+16
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* | Refactor editor icon retrievalwillnationsdev2018-09-141-26/+5
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-2/+2
| | | | | | 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.
* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-6/+2
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* fix for removing filesMarcin Zawiejski2018-05-111-13/+13
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