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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotSpartan3222024-10-131-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | (cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084) Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Remove unused base_hint from EditorPropertyNodePathkobewi2024-05-291-2/+1
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* Fix unchecking theme overrides not creating an undo actionMichael Alexsander2024-05-221-0/+1
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* Add colored margin in Inspector for arrays and dictionaries.ajreckof2024-05-031-3/+2
| | | | | | | Apply suggestions from code review Co-Authored-By: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-Authored-By: Tomek <kobewi4e@gmail.com>
* Fixed undo/redo behaviour of color picker and added ability to ↵Zi Ye2024-03-241-1/+2
| | | | cancel/confirm color selection.
* Add const lvalue ref to editor/* container parametersMuller-Castro2024-02-261-3/+3
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* Use `set_value_no_signal` in editor property codeAaron Franke2023-12-181-12/+0
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* Enhance NodePath property editingkobewi2023-10-021-3/+17
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* Replace `radians` range hint with `radians_as_degrees`A Thousand Ships2023-09-251-2/+2
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* Replace all flags with one value when holding Cmd in the layers editorHugo Locurcio2023-08-171-3/+3
| | | | | | | | This behavior is inspired by Blender (except it's the other way around to preserve the current default behavior). Trying to enable a single enabled value with Cmd held will invert the current flags, which makes enabling all flags but one faster.
* Merge pull request #76389 from ajreckof/editor-property-nodepath-for-nodeRémi Verschelde2023-06-011-4/+3
|\ | | | | | | Fix typed array export
| * Fix typed array exportajreckof2023-05-211-4/+3
| | | | | | | | | | | | | | | | | | | | Apply suggestions from code review to squash later Revert "Fix typed array export... again" This reverts commit da8d6734fbc31f68e7e822f37fd239a92ac79b34. Co-Authored-By: Tomek <kobewi4e@gmail.com>
* | Refactor vector editor propertieskobewi2023-05-311-127/+0
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* Rework Navigation Avoidancesmix82023-05-101-0/+1
| | | | Rework Navigation Avoidance.
* Make `EditorPropertyLayersGrid` responsive to touch tapsFredia Huya-Kouadio2023-04-231-0/+3
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* Use `PropertyUsageFlags` enum in parse_propertyRaul Santos2023-01-311-2/+2
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* Convert en_GB spelling to en_US with codespellRémi Verschelde2023-01-231-1/+1
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* Rework EditorPlugin editing logickobewi2023-01-221-2/+1
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* Removed unused property hints and `Object::get_translatable_strings()`Juan Linietsky2023-01-091-34/+0
| | | | | | | | | | | | | | | | * Remove unused `EditorPropertyMember` and related hints, previouly used by VisualScript. Such logic should be implemented in the VS module itself. * As the above broke compatibility with the VS module, clean up the other hacks that were still in core in support of VisualScript. * `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's `get_translatable_strings()`, which is a legacy function not used anywhere. So both are removed. * Reordered some usage flags after the above removal to minimize the diff. * General clean up. Fixes #30203. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* 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".
* Add inspector plugin for key time edit & Change find key argumentSilc Renew2022-12-221-5/+5
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* Use forward-declarations in big editor classestrollodel2022-11-291-8/+12
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* Remove redundant Variant-types initializationsMarkus Sauermann2022-11-141-1/+1
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* Only show named layers in layer menuHaoyu Qiu2022-10-081-0/+1
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* Fix hide_slider vs no_slider inconsistency in editor property codeAaron Franke2022-10-031-16/+16
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* [macOS export] Simplify code signing options, add support for rcodesign tool ↵bruvzg2022-08-261-0/+1
| | | | for signing and notarization.
* Merge pull request #64691 from TokageItLab/Quaternion-editorRémi Verschelde2022-08-241-1/+18
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| * Implement Quaternion EditorSilc Renew2022-08-241-1/+18
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* | Disable editing properties in foreign resourcesSaracenOne2022-08-231-1/+1
|/ | | | | | from imported scenes or objects returning true from a function named '_is_read_only' and disable resaving imported resources.
* Merge pull request #63173 from fire-forge/layers-gridRémi Verschelde2022-08-081-1/+2
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| * Use menu icon for layers grid buttonFireForge2022-07-171-1/+2
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* | Merge pull request #62089 from Step-an/add_drag_and_drop_to_EditorPropertyPathRémi Verschelde2022-08-071-0/+2
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| * | Add drag and drop support to EditorPropertyPathcow-neaz2022-06-161-0/+2
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* | | Improve easing inspector usabilityHugo Locurcio2022-08-011-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - Add `positive_only` property hint to disallow using negative presets. These values are clamped in several places in the editor already, so this avoids displaying presets that don't work. - Move the Zero preset at the end of the positive list to match the custom property editor. It's also used less often than Linear, Ease In and Ease Out. - Rename presets to be consistent between the easing property editor and custom property editor. - Remove unused `inout` hint which was redundant since it was already the default.
* | | Improve usability of non-default values in the property inspectorPedro J. Estébanez2022-07-301-0/+1
| | | | | | | | | | | | | | | - Provide a visual indication that a (sub)group contains non-default (revertable) values when it's collapsed. - Add a new option to the inspector's tools menu for expanding only (sub)groups containing properties with non-default values.
* | | Implement Vector4, Vector4i, Projectionreduz2022-07-231-0/+52
| |/ |/| | | | | | | | | | | | | | | | | | | | | | | Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
* | Add editor properties for Callable and SignalMinusKube2022-06-301-0/+27
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* | Add a const call mode to Object, Variant and Script.K. S. Ernest (iFire) Lee2022-06-271-1/+2
| | | | | | | | | | | | | | For this to work safely (user not call queue_free or something in the expression), a const call mode was added to Object and Variant (and optionally Script). This mode ensures only const functions can be called, making it safe to use from the editor. Co-Authored-By: reduz <reduzio@gmail.com>
* | Add ability to export Node pointers as NodePathsreduz2022-06-251-1/+6
|/ | | | | | | | | | | | | This PR implements: * A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string. * The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path. * When scene is saved, the node path is saved, then restored as a pointer. NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid. Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language. Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path). Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).
* Add vector value linkingkobewi2022-06-141-6/+28
| | | | Co-authored-by: redlamp <244062+redlamp@users.noreply.github.com>
* Add suffixes to all nodes and resourcesFireForge2022-06-111-1/+1
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* Support explicit values in flag properties, add C# flags supportRaul Santos2022-06-031-2/+2
| | | | | | | | | - Add support for explicit values in properties using `PROPERTY_HINT_FLAGS` that works the same way it does for enums. - Fix enums and flags in VisualScriptEditor (it wasn't considering the explicit value). - Use `PROPERTY_HINT_FLAGS` for C# enums with the FlagsAttribute instead of `PROPERTY_HINT_ENUM`.
* Tweak minsize of editor ColorPickerButtonskobewi2022-05-191-1/+1
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* Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio2022-05-031-3/+3
| | | | | | These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
* Zero initialize all pointer class and struct membersRémi Verschelde2022-04-041-42/+42
| | | | | This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
* Initialize bools in the headers in editorAaron Franke2022-03-121-22/+22
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* Renaming layers from the inspector via a popup menu.jmb4622022-01-281-1/+43
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* Improve locale detection.bruvzg2022-01-181-0/+21
| | | | | Use separate language, script and country lists. Add locale selection dialog and property hint.
* [Editor] Fix inspector keying signals argument count.Fabio Alessandrelli2022-01-071-1/+1
| | | | | | | The second parameter of the signals `EditorInspector.property_keyed` and `EditorProperty.property_keyed_with_value` can be NIL, causing the event to fire with less arguments when using `emit_signal` that accepts Variant arguments, so we use the pointer version instead.