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* Improved 3D Scene ImporterJuan Linietsky2021-03-221-0/+2
| | | | | | | | | | | | * Added option for importers to show an Advanced settings dialog * Created advanced settings dialog for Scene Importer * Cleaned up importers (remove many old/unused options) * Added the ability to customize every node, material, mesh and animation individually * Saving to animations and meshes to files is now a manual process, making it more predictable * Added the ability for materials to be replaced by external files (or to be made external, up to you). * When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it. WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
* Merge pull request #45617 from RandomShaper/modernize_atomicsRémi Verschelde2021-02-181-1/+2
|\ | | | | Modernize atomics (and fix `volatile`)
| * Modernize atomicsPedro J. Estébanez2021-02-181-1/+2
| | | | | | | | | | | | | | | | | | | | - Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
* | Merge pull request #45943 from KoBeWi/YEEEETRémi Verschelde2021-02-181-3/+0
|\ \ | |/ |/| Remove Merge From Scene
| * Remove Merge From Scenekobewi2021-02-131-3/+0
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* | Fix editor always redrawingreduz2021-02-131-0/+5
|/ | | | | | -Only update rendering settings when project settings change -Fixes the update spinner (and editor rendering) updating all the time. -Added a "project_settings_changed" signal to EditorNode and EditorPlugin
* Merge pull request #31747 from KoBeWi/scene_stalkingRémi Verschelde2021-02-101-1/+8
|\ | | | | Detect external modification of scenes
| * Detect external modification of project.godotkobewi2021-02-091-0/+1
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| * Detect external modification of scenesTomasz Chabora2021-01-161-1/+7
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* | Modernize ThreadPedro J. Estébanez2021-01-291-1/+1
|/ | | | | | | | | - Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
* Merge pull request #44950 from reduz/shader-debuggerRémi Verschelde2021-01-061-0/+3
|\ | | | | Added ability to visualize native shaders
| * Added ability to visualize native shadersreduz2021-01-061-0/+3
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* | Made save dialog open immediately when running unsaved scene.Eric M2021-01-061-1/+0
|/ | | | Previously there was an unneeded confirmation dialog.
* 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 🎆
* Merge pull request #44524 from madmiraal/rename-editor-viewportRémi Verschelde2020-12-281-2/+2
|\ | | | | Rename EditorInterface get_editor_viewport to get_editor_main_control
| * Rename EditorInterface get_editor_viewport to get_editor_main_controlMarcel Admiraal2020-12-191-2/+2
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* | Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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* Make tool menu plugins use Callables for callbackkobewi2020-12-161-1/+1
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* Rename the TextureProgress node to TextureProgressBarHugo Locurcio2020-12-141-2/+2
| | | | | | | | Advantages: - When searching for "progressbar", you'll see both nodes in the search results. - More consistent with Button/TextureButton.
* Merge pull request #44128 from KoBeWi/🧹Rémi Verschelde2020-12-091-3/+0
|\ | | | | Cleanup unused engine code
| * Cleanup unused engine codeTomasz Chabora2020-12-091-3/+0
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* | Fix connections to CanvasItem and Tabs signalsRémi Verschelde2020-12-091-1/+1
|/ | | | Follow-up to #44188 and #44189.
* Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-7/+7
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* Expose methods to play scene from plugin codeYuri Sizov2020-07-061-0/+4
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* Remove unused class PaneDragStijn Hinlopen2020-07-021-2/+0
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* implement generic filename disambiguationrileylyman2020-06-261-0/+2
| | | | | | | A static function is added to EditorNode which allows for filename disambiguation given a list of filenames and the corresponding list of absolute paths for those files. This function is then used to disambiguate scene and script tabs in the editor.
* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-19/+19
| | | | | | | | | | | ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
* Add a getter and property for the editor distraction-free modeHugo Locurcio2020-06-031-1/+1
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-3/+5
| | | | | 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 Verschelde2020-05-141-3/+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.
* Merge pull request #38637 from Calinou/editor-rename-revert-scene-bindRémi Verschelde2020-05-131-1/+1
|\ | | | | Rename the editor action "Revert Scene" to "Reload Saved Scene"
| * Rename the editor action "Revert Scene" to "Reload Saved Scene"Hugo Locurcio2020-05-121-1/+1
| | | | | | | | | | | | | | This option can be used to workaround various issues with stuff not reloading properly when changes are made. The option was renamed to clarify the fact that it actually reloads the scene saved on the filesystem.
* | Support multiple debug protocols.Fabio Alessandrelli2020-05-121-1/+2
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* Remove Request Docs button in the script editor due to various issuesHugo Locurcio2020-04-021-1/+2
| | | | | | | | | The Request Docs button is partly responsible for layout overflow issues on narrow displays, such as #31133. It also tended to attract spam and low-effort issues that were difficult to act upon. A "Send Docs Feedback" menu option has been added to replace it.
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-1/+1
| | | | Fixes #30736.
* Add macOS DisplayServer implementation.bruvzg2020-03-261-1/+2
| | | | Change global menu to use Callable, add support for check items and submenus.
* Working multiple window support, including editorJuan Linietsky2020-03-261-0/+7
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* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-2/+4
| | | | Still a lot of work to do.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-4/+4
| | | | | | | | | | 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`.
* Move Debug menu logic to DebuggerEditorPluginFabio Alessandrelli2020-03-081-11/+0
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* Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez2020-02-261-1/+1
| | | | | | | | | | | | | | | | Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
* Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli2020-02-211-3/+5
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* 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 Linietsky2020-02-111-5/+5
| | | | | | | | -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
* Export: Properly disable resource preview threadRémi Verschelde2020-01-141-1/+1
| | | | | | Fixes #26857. Fixes #34433. Fixes #34826.
* Export: Add dedicated --export-pack option to export data packRémi Verschelde2020-01-081-1/+2
| | | | | | | | | | | | The previous behavior relying on the provided extension was problematic on macOS since .zip is the main extension used for the full project export (binary + data pack). We add a dedicated `--export-pack` command line option to define when only the data pack should be exported. Its extension will still be inferred from the path. Fixes #23073.
* Export: Improve usability of command line interfaceRémi Verschelde2020-01-071-8/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I'm barely scratching the surface of the changes needed to make the --export command line interface easy to use, but this should already improve things somewhat. - Streamline `can_export()` templates check in all platforms, checking first for the presence of official templates, then of any defined custom template, and reporting on the absence of any. Shouldn't change the actual return value much which is still true if either release or debug is usable - we might want to change that eventually and better validate against the requested target. - Fix discrepancy between platforms using `custom_package/debug` and `custom_template/debug` (resp. `release`). All now use `custom_template`, which will break compatibility for `export_presets.cfg` with earlier projects (but is easy to fix). - Use `can_export()` when attempting a command line export and report the same errors that would be shown in the editor. - Improve error reporting after a failed export attempt, handling missing template and invalid path more gracefully. - Cleanup of unused stuff in EditorNode around the export workflow. - Improve --export documentation in --help a bit. Fixes #16949 (at least many of the misunderstandings listed there). Fixes #18470.
* 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 Qiu2019-12-241-48/+41
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* Makes more editor strings translatableHaoyu Qiu2019-12-211-1/+1
| | | | | | | | | | * "Add" button text in Groups Editor * "Receiver Method" in Connect Signal Dialog * "Play Mode" in Animation State Machine Editor * "Mesh Library" button text in Mesh Library editor plugin * Compose Array node button texts in Visual Script * Various button texts in TileSet Editor * Various Run Script errors