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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
* Make the editor dimming smarterMichael Alexsander2019-10-311-0/+2
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* Resize custom class iconvolzhs2019-10-241-0/+1
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* Merge pull request #31461 from IronicallySerious/add-vcs-integrationRémi Verschelde2019-09-041-0/+6
|\ | | | | VCS integration for Godot Editor
| * Add VCS editor plugin UI elements to editorTwarit2019-09-031-0/+6
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* | Tweak the editor window dimming intensity, remove dim fade animationHugo Locurcio2019-08-291-8/+1
| | | | | | | | | | | | | | | | The fade animation tended to give the editor a "sluggish" feel when running at lower FPS (which is common in heavy 3D scenes), so it's probably a good idea to remove it. This also makes dimming less intense (50% instead of 60%).
* | [macOS] Add methods to modify global and dock menus. Add ability to open ↵bruvzg2019-08-261-0/+4
|/ | | | multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu.
* Allow to create scene from FileSystem dockTomasz Chabora2019-08-151-0/+1
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* Merge pull request #31266 from ↵Rémi Verschelde2019-08-141-4/+0
|\ | | | | | | | | IAmActuallyCthulhu/pr/remove-redundant-author-comments Remove redundant author doc comments
| * Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-4/+0
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* | Merge pull request #31347 from neikeq/monodevelop-addinRémi Verschelde2019-08-141-0/+3
|\ \ | |/ |/| C#: Add Ide Connection library and server for the editor
| * C#: Add Ide Connection library and server for the editorIgnacio Etcheverry2019-08-041-0/+3
| | | | | | | | This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
* | Let EditorPlugins set editor/distraction-free modeWill Nations2019-08-061-0/+2
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* Add Undo Close Tab option in tabs context menuKanabenki2019-07-271-0/+2
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* Display version information in the editor at all timesHugo Locurcio2019-07-251-0/+1
| | | | This closes #27811.
* Make custom types more subtle and more usefulBojidar Marinov2019-07-191-0/+2
| | | | | Implements #6067 (aaronfranke's idea) Fixes #26980
* Add a way to copy the text of warnings shown in the editorBojidar Marinov2019-07-091-0/+2
| | | | Closes #20662
* Revert "Add editor menu to open the project data "user://" location."Rémi Verschelde2019-07-051-1/+0
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* Merge pull request #30336 from fire/open_project_dataRémi Verschelde2019-07-051-0/+1
|\ | | | | Add editor menu to open the project data "user://" location.
| * Add editor menu to open the project data "user://" location.K. S. Ernest (iFire) Lee2019-07-051-0/+1
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* | Use CheckBoxes in the editor instead of CheckButtons when applicableHugo Locurcio2019-07-041-1/+1
|/ | | | | CheckButtons should only be used if toggling them has an immediate effect. Otherwise, CheckBoxes should be used.
* Add editor screenshot on control - f12.K. S. Ernest (iFire) Lee2019-07-011-0/+11
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* Make visibility of update spinner editor-wide, hidden by defaultThomas ten Cate2019-06-251-6/+8
| | | | | | | | | | | | | | - Make visibility of the spinner and "update always" option editor-wide, rather than per-project metadata. - Add options "Show Update Spinner" and "Update Continuously" under Editor Settings > Interface > Editor. Both options are false by default. - Rename some variables and constants to be more consistent and clearer: "update always" -> "update continuously", "update changes" -> "update when changed", "update menu" -> "update spinner", "circle" -> "update spinner". Fixes #23738.
* Merge pull request #29376 from hilfazer/editor_layouts_dialogRémi Verschelde2019-06-231-2/+3
|\ | | | | Saving/deleting editor layouts dialog with layout list