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path: root/editor/editor_inspector.cpp
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* Style: Apply clang-tidy's `modernize-use-nullptr`Rémi Verschelde2021-04-051-3/+3
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* Fix crashes in *_input functionsRafał Mikrut2021-04-051-0/+4
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* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-3/+3
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* Fix EditorInspector not updating its theme on rare occasionsMichael Alexsander2021-03-131-1/+1
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* Refactor Process Modereduz2021-02-181-0/+4
| | | | | | | | | | | | | | | Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192 * PauseMode is now ProcessMode, containing the following states: ``` PROCESS_MODE_INHERIT, // same as parent node PROCESS_MODE_NORMAL, // process only if not paused PROCESS_MODE_PAUSE_ONLY, // process only if paused PROCESS_MODE_ALWAYS, // process always PROCESS_MODE_DISABLED, // never process ``` * NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree). * Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
* Reorganize Project Settingsreduz2021-02-181-2/+7
| | | | | | | -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.
* Improved Inspector Sub-Resource Editingreduz2021-02-121-21/+32
| | | | | -Better margins -Colors to delimit subresources better.
* Removed _change_notifyreduz2021-02-101-18/+53
| | | | | | -For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
* Simplify Script Variables PopulationNathan Franke2021-01-311-23/+13
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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 Admiraal2020-12-281-4/+4
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* Rename Control margin to offsetMarcel Admiraal2020-12-231-1/+1
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* Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-0/+1
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* Refactor DocData into core and editor (DocTools) partsThakee Nathees2020-12-021-2/+3
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* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-30/+90
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Refactored variant constructor logicreduz2020-11-091-1/+1
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* Fixes property revert for inherited child nodesHaoyu Qiu2020-10-271-2/+2
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* Fixes property revert after saving instanced sceneHaoyu Qiu2020-10-271-4/+4
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* Renamed toplevel to be top_levelDuroxxigar2020-10-011-5/+5
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* Revert "Fix editor inspector refresh not working"Rémi Verschelde2020-09-251-10/+1
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* Fix editor inspector refresh not workingEric M2020-09-021-1/+10
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* Added ability to unfold editor sections when dragging and dropping.Eric M2020-08-251-7/+52
| | | | Also added editor setting to control the delay used before unfold occurs.
* Support built-in scripts for inspector categoriesTomasz Chabora2020-07-061-3/+15
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* Remove String::find_last (same as rfind)Stijn Hinlopen2020-07-031-2/+2
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* Add script class categories to EditorInspector.willnationsdev2020-07-011-3/+101
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* Use translated docs in PropertySelectorRémi Verschelde2020-05-281-4/+4
| | | | | | And do the dedent and stripping for both translated and non-translated strings for consistency, and so that we don't need to do it at the call site.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-64/+124
| | | | | 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 Verschelde2020-05-141-127/+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.
* Stopped trying to revert to default values when script implementation of ↵Eric M2020-05-031-12/+14
| | | | property_can_revert exists
* Implement global and per instance shader uniforms.Juan Linietsky2020-04-171-4/+89
| | | | | | | | Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
* Refactored shadowmapping.Juan Linietsky2020-04-081-3/+31
| | | | | | | | | - Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260
* Replace NULL with nullptrlupoDharkael2020-04-021-19/+19
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-1/+1
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-1/+1
| | | | Fixes #30736.
* Reworked tooltips to use the popup system.Juan Linietsky2020-03-261-4/+5
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-55/+55
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* i18n: Add support for translating the class referenceRémi Verschelde2020-03-201-3/+3
| | | | | | | | | | | | | | - Parse `.po` files from `doc/translations/*.po` like already done with `editor/translations/*.po`. - Add logic to register a doc translation mapping in `TranslationServer` and `EditorSettings`. - Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`). Strings are automatically dedented and stripped of whitespace to ensure that they would match the translation catalog. - Use `DTR()` to translate relevant strings in `EditorHelp`, `EditorInspector`, `CreateDialog`, `ConnectionsDialog`. - Small simplification to `TranslationLoaderPO`, the path argument was not really meaningful.
* Merge pull request #35712 from KoBeWi/theheme_spyRémi Verschelde2020-03-191-0/+12
|\ | | | | Show theme property descriptions in the inspector
| * Show theme property descriptions in the inspectorTomasz Chabora2020-01-291-0/+12
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* | Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-10/+10
| | | | | | | | | | | | | | | | | | | | 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: Don't pass default binds to EditorProperty property_changedRémi Verschelde2020-03-051-3/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This was done by mistake in #36758, but it's not necessary and actual causes a bug. `property_changed` is only emitted via `emit_changed()`, which already has default values for `p_field` and `p_changing`. Also reverted to using `String` for now to be on the safe side, even if it's inconsistent with `emit_changed()`. I had only changed it partially in #36758 so it was inconsistent. It probably does make sense to port `EditorInspector` and related property editors to use `StringName` where relevant, but that's for a dedicated PR. Fixes #36799.
* | Signals: Fix some regressions from #36426Rémi Verschelde2020-03-031-7/+7
| | | | | | | | | | | | | | | | - Fix `callable_mp` bindings to methods which used to have default arguments passed to `bind_method`. We now have to re-specify them manually when connecting. - Re-add `GroupsEditor::update_tree` binding. - Misc code quality changes along the way.
* | Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-38/+23
| | | | | | | | | | | | | | | | | | 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.)
* | Don't show a copy of the property's name in the inspector's tooltip if ↵Michael Alexsander2020-02-261-8/+28
| | | | | | | | there's no description
* | Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* | Added StringName as a variant type.Juan Linietsky2020-02-211-5/+5
| | | | | | | | Also changed all relevant properties defined manually to StringName.
* | Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-25/+25
| | | | | | | | objects and made them default.
* | PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-1/+1
| | | | | | | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* | Texture refactorJuan Linietsky2020-02-111-8/+8
| | | | | | | | | | | | | | | | -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