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* 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.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add drag and drop for NodePathskobewi2021-12-091-0/+4
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* Fix EditorInspectorPlugin virtual bindings and add parse_group callbackYuri Sizov2021-11-101-2/+0
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* Merge pull request #52781 from KoBeWi/node's_favorite_shaderRémi Verschelde2021-11-031-0/+1
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| * Infer shader type based on edited nodekobewi2021-11-031-0/+1
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* | Add a flag to EditorResourcePicker to differentiate selection contextsYuri Sizov2021-11-021-1/+1
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* Merge pull request #32068 from aaronfranke/transform-editorRémi Verschelde2021-09-151-1/+1
|\ | | | | Reformat Transform(2D) matrix display in the inspector
| * Reformat Transform(2D) inspector menusAaron Franke2021-08-311-1/+1
| | | | | | | | Move, rename, recolor, and fix the inspector for these in the inspector. Coloring is now done by a helper method in "editor_inspector.cpp".
* | Apply set_read_only() to child classes of EditorProperty elementsSilc 'Tokage' Renew2021-09-051-1/+29
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* Revert "Display a matrix for Node2D and don't display a duplicate origin"Juan Linietsky2021-08-291-1/+1
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* Display a matrix for Node2D and don't display a duplicate originAaron Franke2021-08-291-1/+1
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* Add type variations to ThemeYuri Sizov2021-07-131-3/+22
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* Use PROPERTY_USAGE_NONE instead of 0 for no property usageAaron Franke2021-07-011-2/+2
| | | | Also use const more often.
* Fix editor suffixes and degrees conversionreduz2021-06-301-15/+17
| | | | | | | | | | | | | * Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
* Implement painting properties over TileSetsGilles Roudière2021-06-291-0/+2
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* Documentation search fixesGregory Basile2021-06-161-1/+1
| | | | | | Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
* Rename Quat to QuaternionMarcel Admiraal2021-06-041-3/+3
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* Rename EditorPropertyTransform to EditorPropertyTransform3DAaron Franke2021-06-031-3/+3
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* Rename Transform to Transform3D in coreAaron Franke2021-06-031-1/+1
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* Use EditorResourcePicker in the InspectorYuri Sizov2021-05-191-48/+11
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* Implement Navigation layersGilles Roudière2021-03-101-0/+2
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* Improved Inspector Sub-Resource Editingreduz2021-02-121-0/+3
| | | | | -Better margins -Colors to delimit subresources better.
* Emit changed signal from Color Picker when changedkobewi2021-01-091-0/+4
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* Don't emit changed signal on Color Picker closekobewi2021-01-031-1/+0
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* 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 🎆
* Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-1/+1
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* Remove empty lines around braces with the formatting scriptAaron Franke2020-11-161-1/+0
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* Add override keywords.Marcel Admiraal2020-07-101-37/+37
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* Made low level changes to the Skeleton3D class and Skeleton3D inspector. ↵TwistedTwigleg2020-06-151-0/+3
| | | | | | | | | | Changes listed below: * Added helper functions to Skeleton3D for converting transforms from bone space to global space, and vice versa. * Updated the Skeleton3D class reference. * Changed the icon used for bones in the Skeleton3D inspector to use BoneAttachement3D's icon. * Changed the Skeleton3D inspector to use EditorPropertyTransform and EditorPropertyVector3 when possible. * Placed the Transform/Matrix for each bone in a sub-section, so it is visually similar to the Node3D inspector.
* Implement global and per instance shader uniforms.Juan Linietsky2020-04-171-5/+53
| | | | | | | | Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
* Added StringName as a variant type.Juan Linietsky2020-02-211-1/+4
| | | | Also changed all relevant properties defined manually to StringName.
* Texture refactorJuan Linietsky2020-02-111-1/+1
| | | | | | | | -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
* Use int64_t for EditorPropertyInteger and warn when out of double rangeAaron Franke2020-01-151-2/+2
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* 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.
* Add clear menu entries for extending and replacing scriptsAnubhab Ghosh2019-10-231-1/+2
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* Make editor inspector easing lines use the accent color when draggedHugo Locurcio2019-09-061-0/+1
| | | | | | | This makes their visual feedback more consistent with other controls. This also makes easing lines slightly more subtle by decreasing their opacity by 10%.