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path: root/editor/plugins/shader_editor_plugin.cpp
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* Remove breakpoints from editor settingsPaulb232020-09-101-20/+3
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* Add main_gutter (breakpoints, bookmarks, execution lines) to code_editPaulb232020-09-101-2/+2
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* Added Line numbers to CodeEditPaulb232020-09-101-1/+1
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* Add and convert editor to use CodeEditPaulb232020-09-101-78/+78
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* Fixed shader editor comment highlightingBrian Semrau2020-07-281-1/+1
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* Tweak the built-ins color highlighting in the shader editorHugo Locurcio2020-07-151-7/+18
| | | | | This makes built-ins easier to distinguish from keywords at a quick glance.
* Merge pull request #40268 from DanielZTing/masterRémi Verschelde2020-07-151-1/+1
|\ | | | | Fix cancel/OK button order on macOS
| * Fix cancel/OK button order on macOSDaniel Ting2020-07-101-1/+1
| | | | | | | | | | The macOS platform convention regarding button order is cancel on left, OK on right.
* | Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb232020-07-111-16/+14
|/ | | | | | | | - Extacted all syntax highlighting code from text edit - Removed enable syntax highlighting from text edit - Added line_edited_from signal to text_edit - Renamed get/set_syntax_highlighting to get/set_syntax_highlighter - Added EditorSyntaxHighligher
* Add a separate application focus/in notification out from Window focus ↵Juan Linietsky2020-06-301-1/+1
| | | | notification.
* 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/+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 Verschelde2020-05-141-52/+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.
* Implement global and per instance shader uniforms.Juan Linietsky2020-04-171-2/+8
| | | | | | | | Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-6/+6
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-35/+34
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* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-1/+1
| | | | Also renamed Input to InputFilter because all it does is filter events.
* Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky2020-03-261-1/+2
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* Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde2020-03-011-1/+1
|\ | | | | Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
| * Rename `scancode` to `keycode`.bruvzg2020-02-251-1/+1
| | | | | | | | | | Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
* | Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-22/+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.)
* | Merge pull request #36232 from Calinou/add-soft-line-length-guidelineRémi Verschelde2020-02-271-2/+3
|\ \ | |/ |/| Add a soft line length guideline to the script editor
| * Add a soft line length guideline to the script editorHugo Locurcio2020-02-151-2/+3
| | | | | | | | | | | | | | | | | | | | | | The default value is 80. The hard line length guideline's default column has been moved to 100 to account for the new soft line length guideline. It can be disabled by setting its value to the same column as the hard line length guideline. This closes https://github.com/godotengine/godot-proposals/issues/347.
* | Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-12/+12
|/ | | | objects and made them default.
* Few enchancements for shader editorYuri Roubinsky2020-02-061-0/+4
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* Fix minimap updating in shader tabYuri Roubinsky2020-01-181-0/+2
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* Fixes min size of various editor plugins on HiDPIHaoyu Qiu2020-01-121-1/+2
| | | | | | | | * AnimationTree * AudioStream * ResourcePreloader * ShaderEditor * VisualShaderEditor
* 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 #32484 from Chaosus/shader_fixRémi Verschelde2019-10-021-3/+1
|\ | | | | Removed unnecessary shader error log messages
| * Removed unnecessary shader error log messagesYuri Roubinsky2019-10-021-3/+1
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* | Update ScriptEditor and ShaderEditor TooltipAlexander Holland2019-10-021-3/+1
|/ | | fix #32417
* Support menu key in TextEdit and LineEdit controlsPaul Trojahn2019-09-221-3/+10
| | | | Related to #15542
* Reorganize & rename text editor settings categoriesCykyrios2019-09-011-3/+3
| | | | | | | | Add Navigation category for scroll and minimap settings. Rename Line Numbers category to Appearance. Rename Open Scripts category to Script List. Rename "Draw Minimap" setting to "Show Minimap" (this is more consistent with other settings). Reorder settings by category in code_editor.cpp to match settings list
* Clear undo history on shader loadTomasz Chabora2019-08-261-0/+1
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* Move "Go to Function/Line" to "Go To" menuMichael Alexsander Silva Dias2019-08-081-17/+24
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* Added link to docs for shader editorYuri Roubinski2019-08-021-0/+10
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* Fix code completion for shader editorgeequlim2019-07-061-1/+1
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* Merge pull request #29071 from YeldhamDev/improve_bookmarksRémi Verschelde2019-07-011-9/+48
|\ | | | | Improve bookmarks
| * Improve bookmarksMichael Alexsander Silva Dias2019-05-241-9/+48
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* | Correct typo that broke custom selected font colorGwyneth Lowe2019-06-241-1/+1
| | | | | | | | Change several font_selected_color to font_color_selected; the actual name of the override
* | Reload text shaders when externaly edited, issue 19852Paulb232019-06-011-6/+79
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* Add bookmarks for easier code navigationTomasz Chabora2019-05-051-0/+28
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* Added a marker in text_edit that tells which row is executing.Rikhardur Bjarni Einarsson2019-04-231-0/+2
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* Merge pull request #25782 from hsandt/feature/fix-toggle-comment-indentRémi Verschelde2019-03-161-47/+3
|\ | | | | Feature/fix toggle comment indent
| * [Script Editor] Refactored ScriptTextEditor::_edit_option by extracting ↵hsandt2019-02-041-47/+3
| | | | | | | | | | | | EDIT_TOGGLE_COMMENT case CodeEditor::toggle_inline_comment is now used by both ScriptTextEditor and ShaderEditor
* | Don't hide/show top editor if they did not change, fixes #26644Juan Linietsky2019-03-061-2/+2
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* | Ensure shader is not set if code did not changeJuan Linietsky2019-03-041-2/+12
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* | -Treat scalar conversions when calling functions as error, closes #24261Juan Linietsky2019-02-231-0/+1
|/ | | | | -Make shader editor display errors if exist when just opening it -Make ShaderMaterial not lose parameters if opened in error.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!