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path: root/editor/plugins/path_3d_editor_plugin.h
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* Implement closed path for Curve3dmatricola7872024-11-161-2/+2
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* Cleanup Path3D editorkobewi2024-09-071-3/+1
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* Add Create Curve button to Path2D editorkobewi2024-09-061-2/+7
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* Organize existing code for editor pluginsAaron Franke2024-04-271-1/+1
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* Merge pull request #89933 from jsjtxietian/path3d-removeRémi Verschelde2024-04-041-0/+9
|\ | | | | | | Support "clear points" function in Path3D topmenu bar
| * Support “clear points” function in Path3D editorjsjtxietian2024-03-271-0/+9
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* | UX and stability improvements for Path3D nodematricola7872024-03-251-0/+7
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* Use subgizmos instead of handles for Path3D curve pointspohy2024-02-221-0/+16
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* Improve Path3D gizmo usabilityYaohua Xiong2023-10-031-2/+7
| | | | Allow change tilt gizmo color and size in editor setting
* Improve the looks of 2D/3D viewport contextual toolbarsYuri Sizov2023-09-131-2/+2
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* Add handles to control Curve3D tiltDaniel Roberts2023-08-121-0/+15
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* Add move control points button to PAth3D Editorajreckof2023-06-051-1/+10
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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".
* Use forward-declarations in EditorPlugin where possibletrollodel2022-11-111-0/+2
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* Rename remaining "Spatial" in Plugins to "Node3D"Micky2022-10-041-1/+1
| | | | | | | | | | | | For EditorNode3DGizmo: - `get_spatial_node` -> `get_node_3d` - `set_spatial_node` -> `set_node_3d` For EditorPlugin: - `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin` - `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin` Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-3/+3
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde2022-05-021-1/+1
| | | | | | | | | | | Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
* Zero initialize all pointer class and struct membersRémi Verschelde2022-04-041-8/+8
| | | | | This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
* Editor: Cleanup some includes dependenciesRémi Verschelde2022-02-151-2/+0
| | | | | | | | | | | 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.
* Remove most EditorNode constructor parameters and fieldstrollodel2022-02-141-3/+1
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* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-0/+3
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* Fix theme application in various curve editorsYuri Sizov2022-01-291-0/+2
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* Fix secondary handles in editor gizmosjfons2022-01-121-4/+4
| | | | | | Primary and secondary handles are no longer differentiated by their ids, so a bool was added to tell them apart in all the handle-related methods. Includes a minor fix in CollisionPolygon3DEditor, unrelated to editor gizmos.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Implemented SkeletonEditorGizmoSilc Renew2021-10-071-1/+1
| | | | Co-authored-by: Lyuma <xn.lyuma@gmail.com>
* Removes const from set functions on the GizmosAndreaCatania2021-08-071-2/+2
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* Node3D gizmo improvementsjfons2021-07-231-4/+6
| | | | | | | | * Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
* 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 EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name"Aaron Franke2020-12-041-1/+1
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* Add override keywords.Marcel Admiraal2020-07-101-14/+14
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* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-4/+4
| | | | | | | | | | | 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: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-3/+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.
* Rename all gizmo classes, using the 4.0 node names.jfons2020-04-071-6/+6
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* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* doc: Update classref with node renamesRémi Verschelde2020-03-301-3/+1
| | | | A few extra renames for classes which were missed in last week's PRs.
* Rename more 2D and 3D nodes to follow conventionRémi Verschelde2020-03-271-0/+123
Rename editor plugins to match the new node names.