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* Fix cases of resources destroyed too earlyPedro J. Estébanez2021-01-061-3/+2
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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 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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* Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-reworkRémi Verschelde2020-11-281-0/+1
|\ | | | | Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
| * Implement new shortcuts system.Eric M2020-11-231-0/+1
| | | | | | | | unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
* | [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-4/+19
|/ | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Refactor MethodBind to use variadic templatesreduz2020-10-181-4/+4
| | | | Removed make_binders and the old style generated binders.
* Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-1/+1
| | | | resource depency dialogs).
* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-4/+8
| | | | | | | | | | | 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.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-12/+21
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: Enforce separation line between function definitionsRémi Verschelde2020-05-141-0/+1
| | | | | | | | | | | | | | | | | | | | | | | I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-11/+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.
* Replace NULL with nullptrlupoDharkael2020-04-021-5/+5
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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-1/+1
| | | | Fixes #30736.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-22/+22
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* Working multiple window support, including editorJuan Linietsky2020-03-261-2/+2
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* Implement undo-redo feature for Parameter Paste in the Inspectorsimpuid2020-02-291-1/+0
| | | | | | | | EditorData::undo_redo.add_do_property and EditorData::undo_redo.add_undo_property is used in EditorData::paste_object_params to implement this feature. It's action name is set to "Paste Params" Changes made * Removed the call for clearing the history on paste params case. * Instead of directly setting the properties value, EditorData::undo_redo is used.
* Signals: Manually port most of remaining connect_compat usesRémi Verschelde2020-02-281-1/+1
| | | | | | | | It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-23/+12
| | | | | | | | | Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
* Signals: Make callbacks non-const, callable_mp can't handle itRémi Verschelde2020-02-231-3/+3
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* Created the callable_mp macro, for signals to call method pointers directly.Juan Linietsky2020-02-211-2/+1
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* Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli2020-02-211-1/+1
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* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-13/+13
| | | | objects and made them default.
* ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky2020-02-121-6/+6
| | | | 32 bits.
* Texture refactorJuan Linietsky2020-02-111-2/+2
| | | | | | | | -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
* Tweak the "Changes may be lost!" text color to match the icon's colorHugo Locurcio2020-02-091-0/+2
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* Clip warning text in the remote dockMichael Alexsander2020-01-291-0/+1
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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.
* Merge pull request #31978 from YeldhamDev/inspector_dock_small_improvementsRémi Verschelde2019-09-241-4/+2
|\ | | | | Small improvements to the inspector dock
| * Small improvements to the inspector dockMichael Alexsander Silva Dias2019-09-041-4/+2
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* | Fixes Subresource Showing While UnselectedEmmanuel Barroga2019-09-041-0/+2
|/ | | The inspector would still display the subresource of the last selected node. This PR resolves that issue.
* Fixes Inspector Showing Unselected InfoEmmanuel Barroga2019-09-031-0/+4
| | | When deselecting a node, the inspector would show the name of the last thing selected.
* Revert "Expose "meta" to the Inspector"Rémi Verschelde2019-07-221-1/+1
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* Merge pull request #22642 from YeldhamDev/inspector_metadataRémi Verschelde2019-07-191-1/+1
|\ | | | | Expose "meta" to the Inspector
| * Expose "meta" to the InspectorMichael Alexsander Silva Dias2018-12-081-1/+1
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* | Fix error macro calls not ending with semicolonRémi Verschelde2019-06-111-3/+3
| | | | | | | | | | | | | | It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
* | Small fixes, mostly dupicated codeqarmin2019-04-081-2/+1
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* | Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | | | | | Happy new year to the wonderful Godot community!
* | Re-add missing save resource button in the inspectorMarc Gilleron2018-12-131-0/+12
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* Rewrite code for unfolding and make it automatic on scene load, which works ↵Juan Linietsky2018-11-251-1/+0
| | | | better.
* Automatically unfold sections of properties that someone else edited (no ↵Juan Linietsky2018-10-291-0/+1
| | | | local info exists).
* Fix inspector color when theme changedChaosus2018-10-051-0/+15
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* Fixed name of deleted node not dissapearing from inspector dock.DualMatrix2018-10-011-0/+2
| | | | Fixed name of deleted node not dissapearing from inspector dock.
* Merge pull request #22131 from DualMatrix/unique_resRémi Verschelde2018-09-201-0/+1
|\ | | | | Make inspector select the correct resource after making them unique
| * Make inspector select the correct resource after making them uniqueDualMatrix2018-09-161-0/+1
| | | | | | | | Make inspector select the correct resource after making them unique
* | Remove unnecessary "OK"s text settingsMichael Alexsander Silva Dias2018-09-151-2/+0
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* Refactor editor icon retrievalwillnationsdev2018-09-141-4/+3
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* Add expand/collapse all buttons for the "Errors" tabMichael Alexsander Silva Dias2018-09-121-2/+2
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* Make expand/collapse all properties menu workingvolzhs2018-09-051-0/+6
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* Massive rewrite to AnimationTree. Many APIs changed in order to:Juan Linietsky2018-08-201-2/+13
| | | | | -Reuse resources -Expose properties in AnimationTree