summaryrefslogtreecommitdiffstats
path: root/editor/editor_plugin.h
Commit message (Collapse)AuthorAgeFilesLines
* Rename remaining "Spatial" in Plugins to "Node3D"Micky2022-10-041-5/+5
| | | | | | | | | | | | 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 Verschelde2022-09-101-1/+2
|\ | | | | Bind `AfterGUIInput` to GDScript and update document
| * bind AfterGUIInputSilc Renew2022-09-081-1/+2
| |
* | Rename EditorInterface.get_editor_main_control to get_editor_main_screenYuri Sizov2022-09-071-1/+1
| |
* | Change Array arguments to TypedArraykobewi2022-09-011-1/+1
|/
* Replace Array return types with TypedArraykobewi2022-08-221-2/+2
|
* Merge pull request #59564 from KoBeWi/FINALLY,_ULTIMATE_UNDO_REDORémi Verschelde2022-08-221-4/+3
|\
| * Add per-scene UndoRedokobewi2022-08-221-4/+3
| |
* | Add a method for restarting the editor to EditorInterfaceAaron Franke2022-08-181-0/+1
|/
* Rename EditorPlugin.`*_PROPERTY_EDITOR_*` to `*_INSPECTOR_*`Micky2022-08-131-1/+1
| | | | The name "Inspector" has been adopted for years and is thus more familiar.
* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-1/+1
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* move gltf export under scene menuPriyansh Rathi2022-04-121-0/+2
|
* Remove the EditorNode parameter from EditorPlugins create methodstrollodel2022-02-141-6/+5
| | | | Remove EditorNode usage from the Navigation editor plugin.
* ResourceImporter: Restore default append logic for new importersRémi Verschelde2022-02-071-3/+3
| | | | | | | | 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 Verschelde2022-01-281-1/+2
| | | | | This was made possible by changes to `VariantCaster` which now make it possible to pass any `Object`-derived type as pointer.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Expose `ScriptEditor::edit` to scriptingRaul Santos2021-12-081-0/+1
| | | | | | 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.reduz2021-10-151-2/+5
| | | | | | | * 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 Renew2021-10-071-2/+8
| | | | Co-authored-by: Lyuma <xn.lyuma@gmail.com>
* Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz2021-08-221-1/+25
| | | | | | | | | | | * 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.
* Added EditorCommandPaletteBhuvan Vemula2021-08-091-0/+3
|
* Rename Transform to Transform3D in coreAaron Franke2021-06-031-1/+1
|
* Implement shader cachingreduz2021-05-311-0/+2
| | | | | | | | | | | | * 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/+3
|
* Expose edit_node() for editor pluginskobewi2021-04-121-0/+1
|
* Expose editor scale to the plugin APIYuri Sizov2021-04-051-0/+1
|
* Fix editor always redrawingreduz2021-02-131-0/+4
| | | | | | -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 🎆
* Rename EditorInterface get_editor_viewport to get_editor_main_controlMarcel Admiraal2020-12-191-1/+1
|
* Make tool menu plugins use Callables for callbackkobewi2020-12-161-1/+1
|
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* 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.andriyDev2020-09-231-1/+1
| | | | Updated docs to reflect change to inspect_object.
* Added debugger plugin supportsimpu2020-08-261-0/+4
| | | | | | 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/+7
|
* Add translation parser plugin supportSkyJJ2020-07-021-0/+4
|
* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-2/+1
| | | | | | | | | | | 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 Locurcio2020-06-031-0/+1
|
* 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.
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-5/+5
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
|
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-6/+6
| | | | Fixes #30736.
* Expose FileSystemDock to the scripting API and fixed signalsIgnacio Etcheverry2020-03-181-0/+3
| | | | | Fixed FileSystemDock's `file_removed` and `folder_removed` signals not being emitted because the emitted was using the wrong signal name.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | 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`.
* Texture refactorJuan Linietsky2020-02-111-3/+3
| | | | | | | | -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
* 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.
* Expose current path to EditorPluginBhupendra Aole2019-09-011-0/+1
| | | | | | | | get_selected_path returns only the resource directory. get_current_path fulfils the need to get the full path. This does not break backward compatibility and the function (get_current_path) is already available in FileSystemDock just like get_selected_path. Fixes 30652.
* Support for file not found in ConfigFile::Load and handle a few specific casesPouleyKetchoupp2019-08-211-5/+0
| | | | | | | EditorSettings::set_project_metadata: creates project_metadata.cfg if it doesn't exist EditorPlugin::get_config: removed (not used) Fixes #31444
* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-4/+0
|
* Let EditorPlugins set editor/distraction-free modeWill Nations2019-08-061-0/+3
|