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* Added 'Select Current' option when user is prompted to select main scene ↵Eric M2021-07-071-0/+3
| | | | after clicking play
* Merge pull request #49636 from LightningAA/add-feedback-button-4.0Rémi Verschelde2021-06-291-0/+1
|\ | | | | Add "Suggest a Feature" to the help dialog.
| * Add "Suggest a Feature" to the help dialog.Lightning_A2021-06-151-0/+1
| | | | | | | | Links to Godot Proposals's readme.
* | Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-3/+3
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* Merge pull request #49108 from LightningAA/reload-current-project-4.0Rémi Verschelde2021-06-151-0/+1
|\ | | | | Add the ability to reload the current project
| * Add the ability to reload the current projectLightning_A2021-05-261-0/+1
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* | Refactor editor paths validation in EditorPaths and EditorSettingsRémi Verschelde2021-06-141-1/+0
| | | | | | | | | | | | | | | | | | | | - EditorSettings: Ensure that `create()` makes a valid singleton. Fixes #49179, fixes #49450. - EditorPaths: Cleanup code, properly set `paths_valid`. - EditorPaths: Move more paths validation (check, mkdir) from EditorSettings for a better separation of concerns. - EditorPaths: Move EditorFileSystem creation of `.godot/imported` next to other paths.
* | Merge pull request #49178 from YeldhamDev/remove_dim_optionRémi Verschelde2021-05-311-1/+1
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| * | Remove `dim_editor_on_dialog_popup` from editor settingsMichael Alexsander2021-05-281-1/+1
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* | | Implement shader cachingreduz2021-05-311-0/+1
|/ / | | | | | | | | | | | | | | | | | | | | | | * Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
* | Add "Support Godot Development" option to the editor's Help menuHugo Locurcio2021-05-151-0/+1
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* | Remove plugin from enabled if there's an errorDaniel Lungaro2021-05-091-0/+1
|/ | | | | | | | inform user in warning message Co-authored-by: Rémi Verschelde <rverschelde@gmail.com> Refactor remove plugin from enabled
* Rework the TileSet resource and TileMap nodes:Gilles Roudière2021-05-071-1/+0
| | | | | | | | | | - Move most properties from TileMap to TileSet, - Make TileSet more flexible, supporting more feature (several collision layers, etc...), - Fusion both the TileMap and TileSet editor, - Implement TileSetSources, and thus a new way to index tiles in the TileSet, - Rework the TileSet and TileMap editors completely, - Implement an editor zoom widget (and use it in several places)
* Make it possible to copy the Godot version identifier by clicking itHugo Locurcio2021-04-281-1/+3
| | | | This closes #24317.
* 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.