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* 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
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* Add translation parser plugin supportSkyJJ2020-07-021-0/+4
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* 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
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* 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
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* 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
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* Let EditorPlugins set editor/distraction-free modeWill Nations2019-08-061-0/+3
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* Script API methods must return Ref<T> instead of Reference*Ignacio Etcheverry2019-07-051-1/+1
| | | | ptrcall assumes methods that return a Reference type do so with Ref<T>. Returning Reference* from a method exposed to the scripting API completely breaks ptrcalls to this method (it can be quite hard to debug!).
* Some code changed with Clang-Tidyqarmin2019-06-261-1/+1
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* Made use of semicolons more consitent, fixed formattingJohnJLight2019-06-191-1/+2
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* Merge pull request #25522 from aqnuep/MeshLibrary_improvementsRémi Verschelde2019-06-031-1/+1
|\ | | | | MeshLibrary export improvements
| * MeshLibrary export improvementsDaniel Rakos2019-02-031-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - From now materials assigned to the MeshInstance (not the Mesh) get exported into the MeshLibrary when such materials exist. This enables workflows where the MeshLibrary is exported from an imported scene (e.g. GLTF) where the materials assigned to the Mesh (not the MeshInstance) get overwritten on re-import, thus can't use editor set materials in the exported MeshLibrary unless they are assigned to the MeshInstance whose materials get saved with the inherited scene thus persist across re-imports. - When appending to an existing MeshLibrary only generate previews for newly added or modified meshes. - During preview generation transform camera and lights instead of the mesh and use the source MeshInstance's transform for the mesh to avoid weird previews being generated for meshes with a position dependent material (e.g. when using triplanar mapping). - Adjust the camera angle and light directions used in mesh preview generation for better results.
* | Be able to add to the editor setting tabs.K. S. Ernest (iFIre) Lee2019-05-281-1/+3
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* | Add EditorInspector getter. Update Sub-Inspectors.Will Nations2019-03-121-0/+2
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merge pull request #24506 from JFonS/expose_gizmosRémi Verschelde2018-12-301-0/+4
|\ | | | | Expose the new gizmo plugin system to scripting
| * Expose the new gizmo plugin system to scriptingJFonS2018-12-211-0/+4
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* | Added basic support for custom resource savers and loadersMarc Gilleron2018-12-151-0/+3
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* Fixes drawing of the 2D plugins on the 3D viewgroud2018-09-181-2/+6
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-2/+2
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Add option to move Tile/GridMap editors to another sideMichael Alexsander Silva Dias2018-08-221-2/+4
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* Merge pull request #19837 from willnationsdev/plugin-utilitiesRémi Verschelde2018-08-151-0/+5
|\ | | | | Add PluginConfigDialog.
| * Add PluginConfigDialog, EditorPluginSettings GUIWill Nations2018-07-261-0/+5
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* | New gizmo structure and new gizmo disabling menuJFonS2018-08-091-2/+0
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* Expose ScriptCreateDialog to EditorPluginwillnationsdev2018-07-041-0/+2
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* Merge pull request #15489 from willnationsdev/gdnative-hookMax Hilbrunner2018-05-261-0/+1
|\ | | | | Add EditorPlugin.build() build callbacks
| * Add EditorPlugin.build() build callbacksWill Nations2018-01-081-0/+1
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* | -Ability to open resources in the same windowJuan Linietsky2018-05-171-0/+4
| | | | | | | | | | -Plenty of fixes and improvements to new inspector -Fixes that were needed to make inspector work better
* | Merge pull request #15640 from willnationsdev/resource-saved-signalMax Hilbrunner2018-05-071-0/+1
|\ \ | | | | | | Added EditorPlugin 'resource_saved' signal
| * | Added EditorPlugin 'resource_saved' signalWill Nations2018-01-311-0/+1
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* | Enable EditorPlugin to add/remove autoloadsWill Nations2018-02-141-0/+3
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* | Add a function to remove controls from containersGeorge Marques2018-02-131-0/+1
| | | | | | | | Closes #5968
* | Add interface for plugins to enable/disable other pluginsGeorge Marques2018-01-301-0/+3
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* | Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
|/ | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Merge pull request #14882 from willnationsdev/add-select-fileRémi Verschelde2018-01-041-0/+3
|\ | | | | Plugins can select files in the FileSystem Dock
| * Plugins can select files in FileSystem DockWill Nations2017-12-201-0/+3
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Style: Re-apply clang-format over recent invalid additionsRémi Verschelde2017-12-101-1/+1
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