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* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-0/+1
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* Revert "Add missing SNAME macro optimization to all theme methods call"Rémi Verschelde2022-02-081-22/+22
| | | | | | | | This reverts commit a988fad9a092053434545c32afae91ccbdfbe792. As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used everywhere but only in critical code paths. For theme methods specifically, it was by design that only getters use `SNAME` and not setters.
* Add missing SNAME macro optimization to all theme methods calljmb4622022-02-061-22/+22
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* Update AssetLib network settings when Editor Settings changeHaoyu Qiu2022-01-211-0/+1
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* Fix Asset Library UX when an asset is being downloadedYuri Sizov2022-01-191-2/+13
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* Make assets in progress open the next step instead of erringYuri Sizov2022-01-191-29/+45
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* Fix assetlib crashYuri Roubinsky2022-01-161-6/+8
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* Fix theming update in several editor classesYuri Roubinsky2022-01-161-14/+12
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* Rename TextureRect.expand to ignore_texture_sizekobewi2022-01-071-1/+1
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merge pull request #55747 from timothyqiu/editor-proxyFabio Alessandrelli2021-12-161-3/+12
|\ | | | | Add proxy support for the editor
| * Add proxy support for the editorHaoyu Qiu2021-12-091-3/+12
| | | | | | | | | | | | | | | | | | | | * Adds proxy support for `HTTPRequest`. * Adds `network/http_proxy/{host,port}` editor settings. * Labeled as "HTTP Proxy" and it will be used for both HTTP and HTTPS requests. This is the same convention as seen in Android Studio's proxy settings. * Makes Asset Library and Export Template Manager use proxy according to the editor settings.
* | Allow selection in asset descriptionjabcross2021-12-111-0/+1
| | | | | | | | | | | | | | Many assets include links in the description. This change enables selection for the links, and other information such as version numbers, to be copied/pasted.
* | Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-7/+7
| | | | | | | | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* | align to horizontal_alignment, valign to vertical_alignment, relatedNathan Franke2021-12-091-2/+2
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* ScrollContainer's scrollbar visibility is now enumkobewi2021-12-071-6/+3
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* Use "enum class" for input enumsAaron Franke2021-11-121-1/+1
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* Use range iterators for `Map`Lightning_A2021-09-301-7/+7
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* Remove bbcode_text from RichTextLabelHaSa10022021-09-161-1/+1
| | | | | | | | | | | | Also renames: - append_bbcode -> append_text - get_bbcode -> get_text - set_bbcode -> set_text - get_text -> get_parsed_text Property text is: set_text get_text
* Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz2021-08-231-3/+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 C++ iterators for Lists in many situationsAaron Franke2021-07-231-1/+1
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* Clarify the purpose of the default asset library URLs in the editorHugo Locurcio2021-07-231-2/+1
| | | | | | | | `localhost` was removed as it won't work out of the box. It can be added by the user if they're working on the asset library itself. This won't affect existing installations due to how the editor settings are stored, but existing installations will keep working fine.
* Optimize StringName usagereduz2021-07-181-22/+22
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Automatically display the installer after downloading an assetHugo Locurcio2021-07-121-0/+5
| | | | | | | | - To make things easier to follow, display the asset name in confirmation dialogs. - Display the number of conflicting files in the asset extraction dialog. This reduces the number of clicks required to install an asset.
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-4/+4
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* Consolidate JSON, JSONParseResults and JSONParser into JSONMarcel Admiraal2021-06-191-5/+3
| | | | | Renames JSON.parse_string() to parse() Renames JSON.decode_data() to stringify()
* Implement shader cachingreduz2021-05-311-4/+4
| | | | | | | | | | | | * 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
* Improve the editor themeHugo Locurcio2021-04-271-1/+0
| | | | | | | | | | The editor theme now makes use of rounded corners and less borders to follow modern visual trends. The default theme's colors were also tweaked to make the blue hue more subtle (similar to the Arc theme, which was removed as a consequence). The Alien theme was replaced by a Breeze Dark theme, which should blend in well with the KDE theme.
* Merge pull request #47636 from qarmin/inputRémi Verschelde2021-04-051-0/+2
|\ | | | | Fix crashes in *_input functions
| * Fix crashes in *_input functionsRafał Mikrut2021-04-051-0/+2
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* | Automatically focus the Search field when displaying asset libraryHugo Locurcio2021-04-051-2/+14
|/ | | | | | | | | - Focus the project search box when switching from the Templates tab back to the Projects tab in the project manager. - Add a context-specific placeholder for the asset library search box. - Rename "Search" project filter box placeholder to the more descriptive "Filter projects". When performing a search on an existing selection, "Filter" is more accurate than "Search".
* Rename Texture.get_data() to get_image()Marcel Admiraal2021-03-281-2/+2
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* Fix Asset Library URL not updating after been changed in editor settingsjmb4622021-03-131-12/+19
| | | | | | | The changes made in this commit refresh the URL OptionButton when editor settings are modified. No need to restart any more for the changes to appear in the Asset Library. Fix #46977
* Merge pull request #46771 from socket220/masterRémi Verschelde2021-03-081-0/+1
|\ | | | | pop-up usability enhancement for support-level button
| * mod: pop-up usability enhancement for support buttongatalskii2021-03-071-0/+1
| | | | | | | | Now after choosing support level pop-up doesn't hide after each click
* | Make the pagination buttons wider in the asset library browserHugo Locurcio2021-03-071-2/+4
|/ | | | This makes the page number buttons easier to click.
* Only display the assetlib Retry button if the download failedHugo Locurcio2021-02-171-1/+8
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* Unify URI encoding/decoding and add to C#Aaron Franke2021-01-281-1/+1
| | | | http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
* Move the asset library API URLs to the Editor SettingsAaron Franke2021-01-151-4/+12
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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 🎆
* Editor: Fix invalid use of Node::get_viewport() after rename of ↵Rémi Verschelde2020-12-281-1/+1
| | | | | | | | | | | EditorNode::get_viewport() Fixes #44761, was a regression from #44524. The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport() (which was a bug in itself, fixed by #44524), so once it was renamed the existing code relying on it fell back to the now available Node::get_viewport(). This might bite some thirdparty modules too.
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-3/+3
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* Rename Control margin to offsetMarcel Admiraal2020-12-231-9/+9
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* Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-2/+2
| | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* Asset Library: Scroll up the ScrollContainer after page loadMarcus Brummer2020-12-091-0/+4
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* Implement new shortcuts system.Eric M2020-11-231-3/+3
| | | | 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'.
* Automatically start searching in the asset library when entering textHugo Locurcio2020-09-291-5/+14
| | | | | | | Entering text will now start searching automatically after 0.25 seconds have passed (debounce delay). This removes the need for a separate Search button.
* Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-1/+1
| | | | resource depency dialogs).
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-8/+16
| | | | | 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/+4
| | | | | | | | | | | | | | | | | | | | | | | 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.