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* Merge pull request #35320 from Calinou/edited-scene-extension-if-ambiguousRémi Verschelde2021-03-231-1/+0
|\ | | | | Display scene file extensions in the editor only if there's ambiguity
| * Display scene file extensions in the editor only if there's ambiguityHugo Locurcio2021-03-201-1/+0
| | | | | | | | | | This also simplifies the Editor Settings as the extension is now automatically shown to avoid ambiguity.
* | Tweak the 3D editor grid default to not go below subdivisions of 1 meterHugo Locurcio2021-03-211-2/+2
|/ | | | | Small subdivisions aren't useful that often and make it difficult for people to get a sense of scale in 3D.
* Merge pull request #44864 from ↵Rémi Verschelde2021-02-191-0/+4
|\ | | | | | | | | Calinou/editor-array-dictionary-increase-page-size Increase the page size for array/dictionary editors to 20
| * Increase the page size for array/dictionary editors to 20Hugo Locurcio2021-02-121-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | With smaller arrays/dictionaries, this makes it possible to view all of an array/dictionary's items on a single page. Larger values could be used, but make switching between node selections quite slow, especially on low-end CPUs. They could also be problematic with complex resource inspectors for arrays/dictionaries that contain Resources. This closes https://github.com/godotengine/godot-proposals/issues/2058.
* | Added ability to override built-in actions for the editorEric M2021-02-181-6/+141
| | | | | | | | This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
* | Reorganize Project Settingsreduz2021-02-181-1/+1
| | | | | | | | | | | | | | -Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
* | Merge pull request #45910 from Ansraer/default-scale-highres-monitorRémi Verschelde2021-02-141-0/+4
|\ \ | | | | | | Adjust auto scale on 4k monitors to 150%
| * | Adjust auto scale on high res displaysAnsraer2021-02-121-0/+4
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* | | Add ability to change Icon Saturationreduz2021-02-121-0/+2
| |/ |/| | | | | | | -Allows for more theme freedom -Allows for entirely B&W themes.
* | Improved Inspector Sub-Resource Editingreduz2021-02-121-0/+2
|/ | | | | -Better margins -Colors to delimit subresources better.
* Removed _change_notifyreduz2021-02-101-1/+1
| | | | | | -For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
* Move project-specific editor data into res://.godot/editorAaron Franke2021-02-021-22/+10
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* Fix minimap capturing events and improve its themeYuri Sizov2021-01-251-0/+4
| | | | Add an editor setting for minimap opacity in visual editors
* Merge pull request #45270 from Calinou/editor-tweak-font-hinting-hintRémi Verschelde2021-01-181-2/+25
|\ | | | | Tweak the "Auto" editor setting hints to be more indicative
| * Tweak the "Auto" editor setting hints to be more indicativeHugo Locurcio2021-01-181-2/+25
| | | | | | | | | | This affects the editor scale and font hinting settings which will now display their automatically chosen value in parentheses.
* | Merge pull request #32321 from Calinou/editor-disable-quit-confirmationRémi Verschelde2021-01-181-1/+0
|\ \ | | | | | | Remove the editor quit confirmation when there are no unsaved changes
| * | Remove the editor quit confirmationHugo Locurcio2021-01-061-1/+0
| |/ | | | | | | | | The editor will still ask for confirmation if the user is working on unsaved scenes.
* / Tweak the Contextual Ligatures editor setting hint for consistencyHugo Locurcio2021-01-181-1/+1
|/ | | | Title Case is used for all enum values in Godot.
* 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 🎆
* Add an editor setting for the 3D selection box colorHugo Locurcio2020-12-291-0/+4
| | | | A restart is required to apply the setting change.
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-2/+2
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* Add animation reset track featurePedro J. Estébanez2020-12-201-0/+2
| | | | As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
* Increase the default Camera Zfar to 4000Hugo Locurcio2020-12-191-1/+7
| | | | | | | | | | | | | | | | | This makes it possible to view far away objects without having to tweak any settings. This results in a more usable editor when working on large-scale levels. This change should have no impact on performance, but note that Z-fighting will be visible at a distance. This can be made less visible by increasing the Znear value (however, doing so will cause nearby surfaces to disappear). This change was also applied to the editor, but it will only apply to newly created scenes. This also changes the default camera settings in the glTF importer to match the Camera node's defaults.
* [Complex Text Layouts] Add variable fonts support.bruvzg2020-12-131-0/+1
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* PVRTC: Move compress func to `modules/pvr`, drop obsolete PVRTexTool codeRémi Verschelde2020-12-101-9/+0
| | | | | | | | | | | | | | | The code we had for PVRTexTool doesn't work as it's not compatible with current PVRTexTool CLI options, and likely hasn't been for years. Instead, we have our own vendored pvrtccompressor thirdparty library which all users have thus de-facto been using. This commit moves the compress code to `modules/pvr` where it belongs. There's no proper compress function for PVRTC 2-bit format, that's a bug that will need to be fixed (currently it's compressed as 4-bit format even if you use Image::FORMAT_PVRTC2). Fixes #28669.
* Cleanup unused engine codeTomasz Chabora2020-12-091-5/+0
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* Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-6/+6
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* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-5/+25
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Use a power-of-two value for Primary Grid Steps in the 3D editorHugo Locurcio2020-11-211-1/+2
| | | | | | | This matches the 2D editor default behavior. Powers of two are usually better for grid divisions as they are often used in level design.
* 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
* Remove breakpoints from editor settingsPaulb232020-09-101-1/+0
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* Add main_gutter (breakpoints, bookmarks, execution lines) to code_editPaulb232020-09-101-2/+2
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* Rename ShortCut to Shortcut which is more grammatically correctHugo Locurcio2020-09-091-15/+15
| | | | See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980.
* Merge pull request #41022 from qarmin/fixes_leak_with_creating_settingsRémi Verschelde2020-09-031-0/+1
|\ | | | | Fixes leak with creating editor settings
| * Fixes leak with creating editor settingsRafał Mikrut2020-08-041-0/+1
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* | Revert "[Windows] Attach to parent console instead of creating new one."bruvzg2020-08-171-0/+1
| | | | | | | | This reverts commit 4f7a49db53c6aaabeca70fe8901144af708fb6b2.
* | Add an editor setting to invert 3D pan/orbit on the X axisHugo Locurcio2020-08-151-0/+1
| | | | | | | | | | | | This also makes the invert Y axis option apply to 3D panning. This closes #28082.
* | [Windows] Attach to parent console instead of creating new one.bruvzg2020-08-111-1/+0
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* Add multiple programming language support to class referenceHaSa10022020-07-231-0/+2
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* Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb232020-07-111-1/+0
| | | | | | | | - Extacted all syntax highlighting code from text edit - Removed enable syntax highlighting from text edit - Added line_edited_from signal to text_edit - Renamed get/set_syntax_highlighting to get/set_syntax_highlighter - Added EditorSyntaxHighligher
* Dynamic infinite 3D gridAaron Franke2020-05-221-8/+29
| | | | Well, infinite for all intents and purposes.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-23/+46
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-73/+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.
* Add option for editor freelook camera sensitivity1abinitio12020-04-291-0/+2
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* Add editor freelook navigation scheme settingsHugo Locurcio2020-04-181-0/+2
| | | | | | | Depending on what one is trying to achieve, a different freelook mode may be more desirable. This closes #34034.
* Merge pull request #37391 from dreamsComeTrue/embedded-windows-modeRémi Verschelde2020-04-041-0/+2
|\ | | | | Expose 'Embedded Windows Mode' as Editor and Project Settings
| * Expose 'Embedded Windows Mode' as Editor and Project SettingsDominik 'dreamsComeTrue' Jasiński2020-04-031-0/+2
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* | Replace NULL with nullptrlupoDharkael2020-04-021-4/+4
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* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-1/+1
| | | | Still a lot of work to do.