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path: root/editor/editor_plugin.cpp
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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.
* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-1/+2
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* ResourceImporter: Restore default append logic for new importersRémi Verschelde2022-02-071-9/+10
| | | | | | | | This was changed in #56943 to allow adding new importers from plugins that take precedence over built-in ones, but this should be opt-in, not the default behavior. Fixes #57730.
* Improve some method bindings to use specific `Object` subtypesRémi Verschelde2022-01-281-4/+2
| | | | | This was made possible by changes to `VariantCaster` which now make it possible to pass any `Object`-derived type as pointer.
* Store panels and docks singletons in their own classestrollodel2022-01-201-8/+8
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* Allow showing both left and right side panelsHaoyu Qiu2022-01-081-18/+12
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-1/+1
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Expose `ScriptEditor::edit` to scriptingRaul Santos2021-12-081-0/+5
| | | | | | Exposes a method in `EditorInterface` to open scripts on a specified line and column. This method handles if the internal or the external editor should be used.
* Add scene Post-Import Plugin support.reduz2021-10-151-4/+13
| | | | | | | * New plugin system to control the whole import workflow * Can add options and run code at every import step (general, per node, mesh, animation, material etc.) This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
* Implemented SkeletonEditorGizmoSilc Renew2021-10-071-4/+4
| | | | Co-authored-by: Lyuma <xn.lyuma@gmail.com>
* Rename Node's `filename` property to `scene_file_path` for clarityHugo Locurcio2021-09-301-3/+3
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* Add Get Center Method for Rect2/Rect2i and AABB.Anilforextra2021-09-211-1/+1
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* Sort palette commands by last usekobewi2021-08-311-0/+1
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* Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz2021-08-221-88/+67
| | | | | | | | | | | * New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
* command palette improvementsBhuvan Vemula2021-08-151-1/+1
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* Added EditorCommandPaletteBhuvan Vemula2021-08-091-0/+5
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* Optimize StringName usagereduz2021-07-181-7/+7
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Validate parameters when adding pluginsHaoyu Qiu2021-06-131-0/+12
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* Fix some virtual methodskobewi2021-06-131-1/+1
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* Consistently prefix bound virtual methods with _kobewi2021-06-121-70/+70
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* Rename Transform to Transform3D in coreAaron Franke2021-06-031-6/+6
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* Implement shader cachingreduz2021-05-311-0/+5
| | | | | | | | | | | | * 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
* Provide a way to hook into Inspectors UndoRedo.Gilles Roudière2021-05-041-0/+10
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* Expose edit_node() for editor pluginskobewi2021-04-121-0/+5
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* Expose editor scale to the plugin APIYuri Sizov2021-04-051-0/+5
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* Fix editor always redrawingreduz2021-02-131-1/+13
| | | | | | -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
* 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 Verschelde2020-12-281-3/+3
|\ | | | | Rename EditorInterface get_editor_viewport to get_editor_main_control
| * Rename EditorInterface get_editor_viewport to get_editor_main_controlMarcel Admiraal2020-12-191-3/+3
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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 callbackkobewi2020-12-161-3/+3
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* Register methods for drawing 3D editor overlaysTomasz Chabora2020-11-101-0/+2
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* Refactor MethodBind to use variadic templatesreduz2020-10-181-1/+1
| | | | Removed make_binders and the old style generated binders.
* Added inspector_only option to inspect_object in EditorInterface.andriyDev2020-09-231-3/+3
| | | | Updated docs to reflect change to inspect_object.
* Added debugger plugin supportsimpu2020-08-261-0/+10
| | | | | | Changes: * EngineDebugger is exposed to gdscript. Game side of communication can be implemented through it. * EditorDebuggerPlugin is added which handles the editor side of communication.
* Expose methods to play scene from plugin codeYuri Sizov2020-07-061-0/+30
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* Add translation parser plugin supportSkyJJ2020-07-021-0/+10
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