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* Use physical shortcuts for freelook navigation in the editorHakim2023-02-211-4/+4
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* Fix shortcut reset.bruvzg2023-02-211-0/+1
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* 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".
* Change Array arguments to TypedArraykobewi2022-09-011-1/+1
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* Replace Array return types with TypedArraykobewi2022-08-221-1/+1
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* Make `property_*_revert` methods multilevel and expose them for scriptingYuri Sizov2022-08-181-2/+2
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* Swap arguments of ResourceSaver.save()kobewi2022-07-291-2/+0
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* Move editor paths into the EditorPaths classAaron Franke2022-07-291-8/+0
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* Rename directory for export templates from templates to export_templatesAaron Franke2022-07-221-1/+1
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* Add a new HashSet templatereduz2022-05-201-1/+2
| | | | | * Intended to replace RBSet in most cases. * Optimized for iteration speed
* Replace most uses of Map by HashMapreduz2022-05-161-3/+3
| | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Fix some issues found by cppcheck.bruvzg2022-04-061-1/+1
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* Initialize bools in the headers in editorAaron Franke2022-03-121-2/+2
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* Added ability to retrieve array of changed settings changed when it is saved.Eric M2022-03-051-0/+5
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* Editor: Cleanup some includes dependenciesRémi Verschelde2022-02-151-4/+2
| | | | | | | | | | | Removes some unnecessary includes from `editor_node.h`, and instead add those where they're used. Removes unnecessary `editor_node.h` includes in various editor classes. Renames `dynamicfont` to `dynamic_font` in a couple files. Misc cleanup while jumping through that rabbit hole.
* Use EditorFileDialog instead of FileDialog in the project managerHendrik Brucker2022-02-121-1/+1
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use "enum class" for input enumsAaron Franke2021-11-121-2/+2
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* Allow shortcuts to have any number of bindings. Updated UI as required.Eric M2021-10-011-0/+2
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* Added ability to override shortcut definitions for OSX (remove preprocessor ↵Eric M2021-09-221-0/+1
| | | | defines)
* Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz2021-08-231-1/+1
| | | | | | | | * `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
* Use Key enum instead of plain integersAaron Franke2021-08-101-1/+1
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* EditorSettings: Factor code to compute auto display scaleRémi Verschelde2021-06-161-0/+1
| | | | Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544.
* Refactor editor paths validation in EditorPaths and EditorSettingsRémi Verschelde2021-06-141-1/+0
| | | | | | | | | | - EditorSettings: Ensure that `create()` makes a valid singleton. Fixes #49179, fixes #49450. - EditorPaths: Cleanup code, properly set `paths_valid`. - EditorPaths: Move more paths validation (check, mkdir) from EditorSettings for a better separation of concerns. - EditorPaths: Move EditorFileSystem creation of `.godot/imported` next to other paths.
* Merge pull request #49132 from Calinou/editor-syntax-themes-rename-defaultRémi Verschelde2021-05-311-1/+1
|\ | | | | Rename the bundled text editor themes for consistency with themes
| * Rename the bundled text editor themes for consistency with themesHugo Locurcio2021-05-311-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | The Adaptive text editor theme is the default, and has therefore been renamed Default for consistency with the Default theme preset. It keeps its automatic dark/light switch status. The Default text editor theme was actually a legacy Godot 2-style theme, so it has been renamed to Godot 2 to match the theme preset. Its background color has been changed to be a constant opaque color, since the new editor theme made the theme look less good on a translucent background. The previous background color on light theme also lacked contrast.
* | Implement shader cachingreduz2021-05-311-7/+1
|/ | | | | | | | | | | | * 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
* Added ability to override built-in actions for the editorEric M2021-02-181-1/+5
| | | | 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.
* Move project-specific editor data into res://.godot/editorAaron Franke2021-02-021-0/+1
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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 Mikrut2020-12-021-2/+2
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-3/+3
| | | | | | -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 templatesreduz2020-10-181-2/+1
| | | | Removed make_binders and the old style generated binders.
* Removed unnecessary keyword, fix comment styleCraig-Stoneham2020-09-291-1/+0
| | | | The privacy here is already private
* Rename ShortCut to Shortcut which is more grammatically correctHugo Locurcio2020-09-091-5/+5
| | | | See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-2/+3
| | | | | 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 Verschelde2020-05-141-2/+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 Verschelde2020-05-141-17/+9
| | | | | | | | | | 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.
* 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`.
* Signals: Fix some regressions from #36426Rémi Verschelde2020-03-031-1/+1
| | | | | | | | - Fix `callable_mp` bindings to methods which used to have default arguments passed to `bind_method`. We now have to re-specify them manually when connecting. - Re-add `GroupsEditor::update_tree` binding. - Misc code quality changes along the way.
* 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.
* Allow to define and load script templates per projectAndrii Doroshenko (Xrayez)2019-08-221-1/+2
| | | | | | | | | | | | | | | | | | | | | Previously it was only possible to create custom script templates per editor instance which could lead to certain name collisions, but now one can create such templates per project tailored for specific use cases. The default path to search for custom script templates is defined in project settings via `editor/script_templates_search_path` setting as `res://script_templates` path, yet this can be configured per project. Templates have at most two origins now: 1. Project-specific, defined in `ProjectSettings`, for instance: - res://script_templates/ 2. Editor script templates, for instance: - %APPDATA%/Godot/script_templates/ As script templates can have the same name over different paths, the override mechanism was also added, enabling project-specific templates over the editor ones.
* Some code changed with Clang-Tidyqarmin2019-06-261-4/+1
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* Created a fallback from the "Save Theme" button to "Save Theme As" when a ↵Kis Levente Lorand2019-06-131-0/+2
| | | | default theme is in use.
* Add ability to edit editor feature profilesJuan Linietsky2019-04-081-0/+1
| | | | Allows enabling/disabling parts of the editor and storing/loading profiles for that.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Moved member variables to initializer listWilson E. Alvarez2018-12-111-16/+16
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* Fixes favorites not updating and rename favorite_dirs to favoritesgroud2018-09-181-3/+3
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-4/+4
| | | | | | 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.
* -Project/Editor settings now use new inspectorJuan Linietsky2018-07-191-1/+6
| | | | | | | -Project/Editor settings now show tooltips properly -Settings thar require restart now will show a restart warning -Video driver is now visible all the time, can be changed easily -Added function to request current video driver