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path: root/editor/editor_autoload_settings.cpp
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* Improve includes of EditorNode (and everything else)Yuri Sizov2023-04-071-2/+2
| | | | | | Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
* Add some missing translatable editor stringsHaoyu Qiu2023-02-101-1/+1
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* Merge pull request #71379 from KoBeWi/destruction_of_compatibility_functionRémi Verschelde2023-01-181-7/+1
|\ | | | | Remove set_drag_forwarding_compat()
| * Remove set_drag_forwarding_compat()kobewi2023-01-141-7/+1
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* | Add EditorUndoRedoManager singletonkobewi2023-01-161-5/+5
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* Change set_drag_forwarding() to use callables.Juan Linietsky2023-01-101-1/+1
| | | | | | | | * This solution is much cleaner than the one in 3.x thanks to the use of callables. * Works without issues in any language (no need to worry about camel or snake case). * Editor code uses a compatibility function (too much work to redo). Fixes #59899
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Merge pull request #63512 from MmAaXx500/autoload-double-add-removeRémi Verschelde2022-11-291-8/+0
|\ | | | | | | Prevent autoloads from being added or removed twice
| * Prevent autoloads from being added or removed twiceMmAaXx5002022-07-261-8/+0
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* | Fix singleton scene cyclic loadingAdam Scott2022-11-251-15/+26
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* | Unify usage of undo_redo in editorkobewi2022-11-021-5/+5
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* | Merge pull request #67578 from KoBeWi/GEDITORRémi Verschelde2022-10-311-8/+8
|\ \ | | | | | | | | | Unify usage of GLOBAL/EDITOR_GET
| * | Unify usage of GLOBAL/EDITOR_GETkobewi2022-10-181-8/+8
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* | | Rename queue_delete => queue_freeMarc Gilleron2022-10-241-1/+1
|/ / | | | | | | | | # Conflicts: # editor/plugins/tiles/tiles_editor_plugin.cpp
* | Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg2022-10-071-25/+24
| | | | | | | | change warnings=all to use /W4.
* | Add `String.to_{camel,pascal,snake}_case` methodsDanil Alexeev2022-08-301-3/+3
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* | Rename String `plus_file` to `path_join`Aaron Franke2022-08-291-1/+1
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* | Revert "Remove NOTIFICATION_ENTER_TREE when paired with ↵Rémi Verschelde2022-08-291-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 Record2022-08-271-1/+0
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* | Add per-scene UndoRedokobewi2022-08-221-5/+6
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* Add the button pressed to some signals in Treetrollodel2022-05-211-2/+5
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* 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!
* Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio2022-05-031-1/+1
| | | | | | These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
* Improve autoload inheritance error messageJason Yundt2022-04-041-1/+1
| | | | | | | | | | | | | | Autoloaded scripts should always inherit from Node. When you run a project that tries to autoload a script which doesn’t inherit from Node, then Godot gives an error. Before this change, the error said “Script does not inherit a Node”. That error message is a little bit misleading. If a class inherits a Node, then one of its superclasses has a Node. If a class inherits _from_ Node, then one of its superclasses is Node. This change corrects that mistake. Fixes #59884.
* Add "Add Script" option to project autoload settingsYuri Roubinsky2022-03-121-13/+50
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* Fix Autoload capitalization inconsistencyHaoyu Qiu2022-03-091-25/+25
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* Port existing _notification code to use switch statements (part 1/3)jmb4622022-02-161-15/+19
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* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-2/+3
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* Merge pull request #57796 from akien-mga/revert-sname-theme-settersRémi Verschelde2022-02-081-1/+1
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| * Revert "Add missing SNAME macro optimization to all theme methods call"Rémi Verschelde2022-02-081-1/+1
| | | | | | | | | | | | | | | | This reverts commit a988fad9a092053434545c32afae91ccbdfbe792. As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used everywhere but only in critical code paths. For theme methods specifically, it was by design that only getters use `SNAME` and not setters.
* | Refactor some object type checking code with `cast_to`Rémi Verschelde2022-02-081-8/+8
|/ | | | Less stringly typed logic, and less String allocations and comparisons.
* Add missing SNAME macro optimization to all theme methods calljmb4622022-02-061-1/+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 Franke2021-12-091-4/+4
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* align to horizontal_alignment, valign to vertical_alignment, relatedNathan Franke2021-12-091-1/+1
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* Improve various textskobewi2021-11-231-6/+6
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* Use range iterators for `Map`Lightning_A2021-09-301-2/+2
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* Display an error message in settings when autoload name is invalidjmb4622021-09-141-7/+21
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* Disallow class names to be the same as global namesGeorge Marques2021-09-131-0/+8
| | | | Also forbid autoloads to have the same name as global script class.
* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-9/+9
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-29/+18
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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.
* Clean up Treereduz2021-07-041-5/+3
| | | | | | | | | | | 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 Roudière2021-06-281-4/+4
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* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-2/+2
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* Documentation search fixesGregory Basile2021-06-161-3/+3
| | | | | | Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
* Merge pull request #48619 from Calinou/editor-autoload-rename-singletonRémi Verschelde2021-06-151-4/+5
|\ | | | | Rename "Singleton" to "Global Variable" in the AutoLoad editor
| * Rename "Singleton" to "Global Variable" in the AutoLoad editorHugo Locurcio2021-05-101-4/+5
| | | | | | | | | | | | | | | | | | The name "Singleton" was misleading because Godot does not actually enforce a singleton pattern for autoloads. They can be instanced multiple times. "Global Variable" makes it more obvious that all the checkbox does is expose the AutoLoad with a global variable for easy access.
* | Consistently prefix bound virtual methods with _kobewi2021-06-121-3/+3
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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 🎆