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path: root/editor/editor_data.cpp
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* Display scene file extensions in the editor only if there's ambiguityHugo Locurcio2021-03-201-6/+22
| | | | | This also simplifies the Editor Settings as the extension is now automatically shown to avoid ambiguity.
* Don't save project settings when not necessarykobewi2021-02-131-0/+8
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* Merge pull request #31747 from KoBeWi/scene_stalkingRémi Verschelde2021-02-101-0/+20
|\ | | | | Detect external modification of scenes
| * Detect external modification of scenesTomasz Chabora2021-01-161-0/+20
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* | Merge pull request #43222 from KoBeWi/sub_editor_oblivionRémi Verschelde2021-01-291-10/+0
|\ \ | |/ |/| Remove unused get_subeditor() method
| * Remove unused get_subeditor() methodTomasz Chabora2020-10-301-10/+0
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* | Fix cases of resources destroyed too earlyPedro J. Estébanez2021-01-061-11/+12
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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 🎆
* | Rename empty() to is_empty()Marcel Admiraal2020-12-281-5/+5
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* | Cleanup unused engine codeTomasz Chabora2020-12-091-5/+0
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* | Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
|/ | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Check for global script class information before clearing itAaron Franke2020-10-051-1/+3
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* Don't write global script class information if there is noneAaron Franke2020-10-031-1/+5
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* Iterate backwards over EditorPlugin's list of plugins in get_editor etcAaron Franke2020-08-271-4/+6
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-58/+108
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: Enforce separation line between function definitionsRémi Verschelde2020-05-141-0/+12
| | | | | | | | | | | | | | | | | | | | | | | I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-103/+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.
* Add proper type to most public API uses of ArrayJuan Linietsky2020-04-211-2/+2
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* Replace NULL with nullptrlupoDharkael2020-04-021-12/+12
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | 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`.
* Implement undo-redo feature for Parameter Paste in the Inspectorsimpuid2020-02-291-2/+6
| | | | | | | | EditorData::undo_redo.add_do_property and EditorData::undo_redo.add_undo_property is used in EditorData::paste_object_params to implement this feature. It's action name is set to "Paste Params" Changes made * Removed the call for clearing the history on paste params case. * Instead of directly setting the properties value, EditorData::undo_redo is used.
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-3/+2
| | | | | | | | | 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 Linietsky2020-02-201-2/+2
| | | | objects and made them default.
* Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky2020-02-151-2/+2
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* ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky2020-02-121-7/+7
| | | | 32 bits.
* 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
* Don't copy script with copy paramsvolzhs2020-01-091-1/+1
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* 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.
* Removed unused variables, add some constants numbersRafał Mikrut2019-12-101-1/+1
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* Multi-selection restored properly after switching scenesPouleyKetchoupp2019-11-101-1/+1
| | | | Fixes #33511
* Merge pull request #33343 from KoBeWi/scene_tree_dustingRémi Verschelde2019-11-071-0/+10
|\ | | | | Another scene tree dock menu cleanup
| * Another scene tree dock menu cleanupTomasz Chabora2019-11-041-0/+10
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* | Node create dialog filtering optimizationPouleyKetchoupp2019-11-061-8/+12
|/ | | | Avoid loading the same scripts again and parse them when updating the node type tree.
* Added some obvious errors explanationsqarmin2019-09-251-1/+1
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* Allow to create scene from FileSystem dockTomasz Chabora2019-08-151-3/+18
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* Make custom types more subtle and more usefulBojidar Marinov2019-07-191-3/+0
| | | | | Implements #6067 (aaronfranke's idea) Fixes #26980
* Fix moving and renaming filesHein-Pieter van Braam-Stewart2019-06-041-0/+1
| | | | | | | | | | This commit fixes several issues related to moving scenes and resources in an open project. * Don't try to reload scenes while not all scenes are updated yet. * Don't use the UndoRedo system to update non-user initiated editor state. * Resave scenes after moving files and updating resource path(s).
* Allow class_name scripts to have nested inheritanceGeorge Marques2019-03-091-1/+1
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merge pull request #23060 from willnationsdev/inherit-non-class-scriptRémi Verschelde2018-11-261-0/+5
|\ | | | | Fix Script -> Script Class not in CreateDialog
| * Fix Script -> Script Class not in CreateDialogWill Nations2018-10-161-0/+5
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* | Check if setting exists to prevent warningDrNochi2018-11-161-8/+10
|/ | | | Fixes #23332
* Refactor editor icon retrievalwillnationsdev2018-09-141-9/+36
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-4/+4
| | | | | | 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.
* Add custom icons to script classes.Will Nations2018-08-141-0/+45
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* Merge pull request #20233 from willnationsdev/gsc-editorJuan Linietsky2018-07-261-0/+35
|\ | | | | Add script class hierarchies & add-script button permanence/auto-derivation
| * Add script hierarchies,add-script btn auto-derivesWill Nations2018-07-251-0/+35
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* | Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-14/+14
|/ | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* -Added AnimationGraphPlayer (still missing features)Juan Linietsky2018-06-181-1/+22
| | | | -Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
* Merge pull request #15489 from willnationsdev/gdnative-hookMax Hilbrunner2018-05-261-0/+12
|\ | | | | Add EditorPlugin.build() build callbacks