| Commit message (Collapse) | Author | Age | Files | Lines |
| | |
|
| | |
|
| |\
| |
| |
| | |
Unify usage of GLOBAL/EDITOR_GET
|
| | | |
|
| | |
| |
| |
| | |
so that shortcuts continue to work when FindReplaceBar is focused.
|
| |\ \
| |/
|/| |
Fix single-quotes incorrectly escaped when dragging into script editor
|
| | | |
|
| |/ |
|
| |
|
|
| |
change warnings=all to use /W4.
|
| |\
| |
| |
| | |
Add Multi-caret support to TextEdit
|
| | | |
|
| |\ \
| |/
|/|
| | |
Split script navigation state and edit state
|
| | | |
|
| | | |
|
| |\ \
| | |
| | |
| | | |
Fix wrong docs opening in script override gutter
|
| | | | |
|
| |/ / |
|
| |\ \
| |/
|/|
| | |
Make Replace in Files always visible in Search
|
| | | |
|
| |\ \
| | |
| | |
| | | |
Show override icon in script editor gutter
|
| | |/
| |
| |
| |
| |
| | |
Combines with the connection slot icon when both apply.
Can be clicked to jump to the method declaration (or documentation for
built-in classes).
|
| | | |
|
| |/ |
|
| |
|
|
|
| |
Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
|
| |
|
|
| |
For the Godot Android Editor, this is an inconvenience as it causes the soft keyboard to show and block half of the view
|
| |\
| |
| | |
Rename `CanvasItem.update()` to `queue_redraw()`
|
| | |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on.
Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency.
Just a few comments have also been changed to say "redraw".
In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
|
| | | |
|
| |/ |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
NOTIFICATION_THEME_CHANGED"
This reverts commit 4b817a565cab8af648c88cfc7ab6481e86ee3625.
Fixes #64988.
Fixes #64997.
This caused several regressions (#64988, #64997,
https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605)
which point at a flaw in the current logic:
- `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with
`NOTIFCATION_THEME_CHANGED` as introduced in #62845.
- Some classes use their `THEME_CHANGED` to cache theme items in
member variables (e.g. `style_normal`, etc.), and use those member
variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE`
notification is now deferred, they end up accessing invalid state and this
can lead to not applying theme properly (e.g. for EditorHelp) or crashing
(e.g. for EditorLog or CodeEdit).
So we need to go back to the drawing board and see if `THEME_CHANGED` can be
called earlier so that the previous logic still works?
Or can we refactor all engine code to make sure that:
- `ENTER_TREE` and similar do not depend on theme properties cached in member
variables.
- Or `THEME_CHANGE` does trigger a general UI update to make sure that any
bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE`
does arrive for the first time. But that means having a temporary invalid
(and possibly still crashing) state, and doing some computations twice
which might be heavy (e.g. `EditorHelp::_update_doc()`).
|
| | |
|
| | |
|
| |
|
|
|
| |
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
|
| |
|
|
| |
Updated editor_node with function that sets up color pickers throughout Godot to respect editor's settings.
|
| |\ |
|
| | |
| |
| |
| | |
Delete only if `editor_enabled` is true, otherwise destructor may delete it repeatedly.
|
| |/ |
|
| |\ |
|
| | | |
|
| | | |
|
| |/
|
|
|
|
|
| |
For this to work safely (user not call queue_free or something in the expression), a const call mode was added to Object and Variant (and optionally Script).
This mode ensures only const functions can be called, making it safe to use from the editor.
Co-Authored-By: reduz <reduzio@gmail.com>
|
| |\
| |
| | |
GDScript: Support `%` in shorthand for `get_node`
|
| | |
| |
| |
| |
| |
| | |
The `%` is used in scene unique nodes. Now `%` can also be used instead
of `$` for the shorthand, besides being allowed generally anywhere in
the path as the prefix for a node name.
|
| |/
|
|
|
|
|
|
|
|
| |
This improves usability by making sure actions subsequent to drop
are performed within the script editor. For example, dropping a
node from the scene tree to the script editor and attempting undo
will now undo the drop instead of performing an undo in the scene
tree.
Fixes issue #61465
|
| |
|
|
|
| |
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
|
| | |
|
| |
|
|
|
|
| |
This expands uppon #60708, using `get_node("%NodeName")` for nodes that
have a unique scene name to avoid having to change the onready
statements when the paths of the nodes change.
|
| | |
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* 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!
|