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* Fix referring to ResourceImporterScene static importers via instancesAaron Franke2023-12-111-2/+2
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* Allow contextual plugins to persist temporarilykobewi2023-10-061-0/+4
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* Merge pull request #80517 from ↵Rémi Verschelde2023-08-281-2/+2
|\ | | | | | | | | | | YuriSizov/tsa-randomly-picked-you-for-mandatory-inspection-i-think-not Avoid unnecessary inspector updates when loading or switching scenes
| * Avoid unnecessary inspector updates when loading or switching scenesYuri Sizov2023-08-121-2/+2
| | | | | | | | | | | | This should result in some noticeable performance improvements, aside from fixing bugs due to conflicts in logic. This also simplifies some related code identified while debugging.
* | Deprecate project_settings_changed signalkobewi2023-08-101-2/+7
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* Re-architect how Android plugins are packaged and handled at export timeFredia Huya-Kouadio2023-07-181-0/+9
| | | | | | | | | | | | | | The previous packaging format for Godot Android plugins consisted of the plugin's `gdap` config file accompanied by binaries defined in the `gdap` file. This format is now deprecated (starting with Godot 4.2), and instead Godot Android plugins are now packaged as `EditorExportPlugin` plugins. The `EditorExportPlugin` class has been updated with the following methods to provide the necessary set of functionality: - `_supports_platform`: returns true if the plugin supports the given platform - `_get_android_dependencies`: retrieve the set of android dependencies (e.g: `org.godot.example:my-plugin:0.0.0`) provided by the plugin - `_get_android_dependencies_maven_repos`: retrieve the urls of the maven repos for the provided android dependencies - `_get_android_libraries`: retrieve the local paths of the android libraries (AAR files) provided by the plugin - `_get_android_manifest_activity_element_contents`: update the contents of the `<activity>` element in the generated Android manifest - `_get_android_manifest_application_element_contents`: update the contents of the `<application>` element in the generated Android manifest - `_get_android_manifest_element_contents`: update the contents of the `<manifest>` element in the generated Android manifest
* Check for unsaved changes when closing a scenekobewi2023-07-181-3/+3
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* Add `_get_unsaved_status()` method to EditorPluginkobewi2023-07-181-1/+7
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* Extract and reorganize texture resource classesHendrik Brucker2023-07-141-0/+1
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* Add relative path support for `EditorPlugin::add_autoload_singleton`heppocogne2023-06-121-1/+8
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* Improve editor state persistenceHendrik Brucker2023-05-111-1/+1
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* Extract editor run toolbar into its own componentYuri Sizov2023-04-191-2/+2
| | | | | | | | - Simplify and update its logic. - Simplify EditorScript. - Improve EditorNode and other relevant includes. - Fix scene-based path in the movie writer when reloading a scene.
* Decouple EditorInterface from EditorPluginYuri Sizov2023-04-171-357/+3
| | | | | - Simplify some includes in the process. - Also exposes EditorInterface.movie_maker_enabled as a property.
* Improve includes of EditorNode (and everything else)Yuri Sizov2023-04-071-0/+1
| | | | | | Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
* Automatically reparent editor message dialogs to avoid error spam.bruvzg2023-02-211-0/+1
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* Change `_can_handle` and `_edit` virtual methods to take `Object*`Marc Gilleron2023-02-171-5/+1
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* Fix potential crash in EditorPlugin.edit()kobewi2023-01-221-1/+1
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* Merge pull request #44596 from KoBeWi/🧹🧹🧹Rémi Verschelde2023-01-191-3/+0
|\ | | | | | | Cleanup unused engine code v2
| * Cleanup unused engine code v2kobewi2023-01-191-3/+0
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* | Merge pull request #71443 from TechnoPorg/fix-resource-conversion-pluginsRémi Verschelde2023-01-191-0/+11
|\ \ | |/ |/| | | Make EditorResourceConversionPlugin usable.
| * Make EditorResourceConversionPlugin usable.TechnoPorg2023-01-141-0/+11
| | | | | | | | | | | | Previously, EditorResourceConversionPlugin nominally existed in scripting, but there was no way for a user to actually register one. This PR adds methods to EditorPlugin for registering/unregistering EditorResourceConversionPlugins. Additionally, it documents EditorResourceConversionPlugin with descriptions and a basic example.
* | Add EditorUndoRedoManager singletonkobewi2023-01-161-2/+2
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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Use forward-declarations in big editor classestrollodel2022-11-291-0/+1
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* Add EditorInterface.get_selected_paths()cespeute2022-11-141-3/+8
| | | | | | | | Exposes the selected paths in the editor filesystem dock. Implements this proposal : https://github.com/godotengine/godot-proposals/issues/2424 Also renamed the old `get_selected_path` to `get_selected_directory` to better match the already existing get_current_path function.
* [Editor] Better expose EditorDebuggerPlugin.Fabio Alessandrelli2022-11-141-4/+5
| | | | | | | | | | | | | | | Now splitted into two classes: - EditorDebuggerPlugin (RefCounted). - EditorDebuggerSession (abstract). This allows the EditorPlugin to be in control of the debugger plugin lifecycle, be notified when sessions are created, and customize each of them independently. We should slowly transition the various profilers and captures in ScriptEditorDebugger to their own plugins, and decouple ScriptEditorDebugger from it's UI part (making it the "real" EditorDebuggerSession potentially dropping the wrappers).
* Use forward-declarations in EditorPlugin where possibletrollodel2022-11-111-0/+4
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* Unify usage of undo_redo in editorkobewi2022-11-021-1/+1
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* Merge pull request #62416 from Calinou/movie-maker-request-attention-on-finishRémi Verschelde2022-10-311-0/+11
|\ | | | | | | Request attention on the editor window when done recording a movie
| * Request attention on the editor window when done recording a movieHugo Locurcio2022-06-261-0/+11
| | | | | | | | | | | | | | | | | | Recording a movie can take a long time, so the user may not be paying attention to the editor while leaving a movie rendering in the background. This also allows editor plugins to access the state of Movie Maker mode within the editor (and set it).
* | Simplify GDVIRTUAL_CALL callskobewi2022-10-191-41/+18
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* | Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg2022-10-071-3/+3
| | | | | | | | change warnings=all to use /W4.
* | Rename remaining "Spatial" in Plugins to "Node3D"Micky2022-10-041-7/+7
| | | | | | | | | | | | | | | | | | | | | | | | For EditorNode3DGizmo: - `get_spatial_node` -> `get_node_3d` - `set_spatial_node` -> `set_node_3d` For EditorPlugin: - `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin` - `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin` Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
* | Merge pull request #64465 from TokageItLab/bind-after-gui-inputRémi Verschelde2022-09-101-0/+4
|\ \ | | | | | | Bind `AfterGUIInput` to GDScript and update document
| * | bind AfterGUIInputSilc Renew2022-09-081-0/+4
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* | | Rename EditorInterface.get_editor_main_control to get_editor_main_screenYuri Sizov2022-09-071-3/+3
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* | | Change Array arguments to TypedArraykobewi2022-09-011-1/+1
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* | Rename `CanvasItem.update()` to `queue_redraw()`Micky2022-08-291-1/+1
| | | | | | | | | | | | | | | | | | | | Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on. Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency. Just a few comments have also been changed to say "redraw". In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
* | Replace Array return types with TypedArraykobewi2022-08-221-4/+4
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* | Merge pull request #59564 from KoBeWi/FINALLY,_ULTIMATE_UNDO_REDORémi Verschelde2022-08-221-1/+6
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| * | Add per-scene UndoRedokobewi2022-08-221-1/+6
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* | | Add a method for restarting the editor to EditorInterfaceAaron Franke2022-08-181-0/+8
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* | Rename EditorPlugin.`*_PROPERTY_EDITOR_*` to `*_INSPECTOR_*`Micky2022-08-131-3/+3
| | | | | | | | The name "Inspector" has been adopted for years and is thus more familiar.
* | Split up editor export code into multiple filesAaron Franke2022-07-261-1/+1
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* | Add static methods for creating Image and ImageTexturekobewi2022-07-081-2/+1
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* Merge pull request #59393 from techiepriyansh/move-gltf-export-under-scene-menuRémi Verschelde2022-04-271-0/+5
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| * move gltf export under scene menuPriyansh Rathi2022-04-121-0/+5
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* | Import scenes as AnimationLibraryreduz2022-04-131-4/+4
|/ | | | | | | | | | | | Added the ability to import scenes as AnimationLibrary * Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296 * Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes. * Helps if you simply want to have animations using a dummy model, which can be shared across multiple models. Creates a secondary scene importer used only for animations. **NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
* Port existing _notification code to use switch statements (part 1/3)jmb4622022-02-161-5/+8
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* Editor: Cleanup some includes dependenciesRémi Verschelde2022-02-151-2/+3
| | | | | | | | | | | Removes some unnecessary includes from `editor_node.h`, and instead add those where they're used. Removes unnecessary `editor_node.h` includes in various editor classes. Renames `dynamicfont` to `dynamic_font` in a couple files. Misc cleanup while jumping through that rabbit hole.