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path: root/editor/plugins/mesh_library_editor_plugin.cpp
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* Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-1/+1
| | | | resource depency dialogs).
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-10/+20
| | | | | 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 Verschelde2020-05-141-29/+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.
* Enforce use of bool literals instead of integersRémi Verschelde2020-05-141-1/+1
| | | | | Using clang-tidy's `modernize-use-bool-literals`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
* Rename more 2D and 3D nodes to follow conventionRémi Verschelde2020-03-271-1/+1
| | | | Rename editor plugins to match the new node names.
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-13/+13
| | | | Fixes #30736.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-1/+1
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* Working multiple window support, including editorJuan Linietsky2020-03-261-1/+1
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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.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-2/+2
| | | | | | | | | | 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: Port connect calls to use callable_mpRémi Verschelde2020-02-281-7/+3
| | | | | | | | | 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.)
* Renamed NavigationMeshInstance to NavigationRegionAndrea Catania2020-02-271-3/+3
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* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-3/+3
| | | | objects and made them default.
* 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
* - Integrated NavigationServer and Navigation2DServer.Andrea Catania2020-02-101-1/+1
| | | | | | | - Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU.
* 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.
* Makes more editor strings translatableHaoyu Qiu2019-12-301-1/+1
| | | | | | | | | * Title of Sprite Editor convert preview dialogs * Title of UV Channel Debug dialog * Various editor warnings * GridMap popup menu item "Paste Selects" * Tileset editor shape button texts * MeshLibrary update confirmation text
* Makes more editor strings translatableHaoyu Qiu2019-12-211-1/+1
| | | | | | | | | | * "Add" button text in Groups Editor * "Receiver Method" in Connect Signal Dialog * "Play Mode" in Animation State Machine Editor * "Mesh Library" button text in Mesh Library editor plugin * Compose Array node button texts in Visual Script * Various button texts in TileSet Editor * Various Run Script errors
* Added some obvious errors explanationsqarmin2019-09-251-1/+1
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* Fix some code found by Coverity Scan and PVS Studioqarmin2019-07-231-0/+2
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* Merge pull request #25522 from aqnuep/MeshLibrary_improvementsRémi Verschelde2019-06-031-3/+27
|\ | | | | MeshLibrary export improvements
| * MeshLibrary export improvementsDaniel Rakos2019-02-031-3/+27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - From now materials assigned to the MeshInstance (not the Mesh) get exported into the MeshLibrary when such materials exist. This enables workflows where the MeshLibrary is exported from an imported scene (e.g. GLTF) where the materials assigned to the Mesh (not the MeshInstance) get overwritten on re-import, thus can't use editor set materials in the exported MeshLibrary unless they are assigned to the MeshInstance whose materials get saved with the inherited scene thus persist across re-imports. - When appending to an existing MeshLibrary only generate previews for newly added or modified meshes. - During preview generation transform camera and lights instead of the mesh and use the source MeshInstance's transform for the mesh to avoid weird previews being generated for meshes with a position dependent material (e.g. when using triplanar mapping). - Adjust the camera angle and light directions used in mesh preview generation for better results.
* | Style: Apply new changes from clang-format 8.0Rémi Verschelde2019-04-091-1/+2
| | | | | | | | | | | | It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
* | Consider StaticBody and NavMesh position when converting to a MeshLibraryBojidar Marinov2019-02-261-1/+4
|/ | | | | | Would have added mesh transform, but realized that will cause problems when moving the mesh around the scene for visualization purposes. Closes #11722
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-2/+0
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* Rename instances of the word "theme" to "mesh_library" in GridMap and ↵Michael Alexsander Silva Dias2018-08-221-22/+22
| | | | MeshLibrary editors
* Fix MeshLibrary editorMichael Alexsander Silva Dias2018-08-211-0/+299