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path: root/editor/plugins/tile_set_editor_plugin.cpp
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* Fixes the resize of tile shapes when a vertex is outside of the tilesheet. ↵Dashcell2020-09-171-0/+16
| | | | Fix #34970
* Made toolbar buttons in tile set editor flatJavier Dehesa2020-08-141-0/+18
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* Fix TTR misuseSkyJJ2020-07-241-1/+1
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* TileSet Editor: Check polygon size before indexingRémi Verschelde2020-07-211-12/+10
| | | | Fixes #39722.
* Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-1/+1
| | | | resource depency dialogs).
* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-18/+18
| | | | | | | | | | | 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.
* Fix a random crash in the TileSet editorBojidar Marinov2020-06-171-1/+3
| | | | Occurred when selecting polygon collision mode, then drawing a single point, then selecting rectangle mode, and finally trying to select a rectangle.
* Allow mouse zooming without hovering the texture in the TileSet editorHugo Locurcio2020-06-031-9/+24
| | | | | This partially addresses https://github.com/godotengine/godot-proposals/issues/968.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-77/+138
| | | | | 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/+2
| | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2020-05-141-46/+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.
* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-1/+2
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Rename InputFilter back to InputRémi Verschelde2020-04-281-3/+3
| | | | | | | | | | | | | | | | It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
* Replace NULL with nullptrlupoDharkael2020-04-021-2/+2
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-3/+3
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-4/+4
| | | | Fixes #30736.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-38/+38
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* Working multiple window support, including editorJuan Linietsky2020-03-261-1/+1
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* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-3/+3
| | | | Also renamed Input to InputFilter because all it does is filter events.
* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-8/+8
| | | | | | | | | | 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: Manually port most of remaining connect_compat usesRémi Verschelde2020-02-281-1/+1
| | | | | | | | It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-41/+25
| | | | | | | | | 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 NavigationPolygonInstance to NavigationRegion2DAndrea Catania2020-02-281-2/+2
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* Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-1/+1
| | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-27/+27
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-22/+16
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Fix problems with concave shapes in the TileSet editorMichael Alexsander2020-02-111-10/+13
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* Bugfixes and ability to better specify filter and repeat modes everywhere.Juan Linietsky2020-02-111-12/+12
| | | | Removes antialiased flag for draw_* methods.
* Texture refactorJuan Linietsky2020-02-111-13/+13
| | | | | | | | -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
* Fix TileSet editor's workspace size sometimes not changing correctly on ↵Michael Alexsander2020-01-101-12/+16
| | | | region change
* 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 #34625 from timothyqiu/i18nRémi Verschelde2019-12-301-2/+2
|\ | | | | Makes more editor strings translatable
| * Makes more editor strings translatableHaoyu Qiu2019-12-301-2/+2
| | | | | | | | | | | | | | | | | | * 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
* | Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+1
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* Makes more editor strings translatableHaoyu Qiu2019-12-211-3/+17
| | | | | | | | | | * "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
* Increase the TileSet and polygon UV editor zoom limits to 16×Hugo Locurcio2019-12-141-2/+2
| | | | | | | This also changes the TileSet editor's minimum zoom to match other 2D editors. This closes #34346.
* Merge pull request #34016 from ↵Rémi Verschelde2019-12-131-14/+42
|\ | | | | | | | | norton-corbett/hotfix/tileset-editor-point-grabbing Fix TileSet Editor polygon point grabbing
| * Fixed another point grabbing issue at lower zoom levels.Norton Corbett2019-12-011-18/+42
| | | | | | | | This was caused by the fact that the points were being iterated sequentially and we were breaking out of the loop as soon as we found a point that was "close enough", rather than actually finding the closest point. The previous fix exposed this new issue.
| * Take into account the current zoom level when grabbing polygon points in the ↵Norton Corbett2019-12-011-3/+7
| | | | | | | | | | | | | | | | TileSet editor. The transform of the TileSet editor workspace is now used to calculate the distance from the mouse click to the nearest polygon point. Fixes https://github.com/godotengine/godot/issues/34001
* | Fix TilesetEditorContext separation snap.dankan18902019-12-081-1/+1
|/ | | | Fixes #34182
* Properly handle zoom when opening tileset editorTomasz Chabora2019-11-121-2/+2
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* Fixed cases where labels with autowrap can overflow the editor uiPouleyKetchoupp2019-11-041-0/+1
| | | | Fixes #33155
* Fix "seperate" typosAaron Franke2019-10-311-2/+2
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* Add informational messages to various editorsMichael Alexsander Silva Dias2019-09-041-1/+25
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* Added drag and drop to the tileset plugin.dankan18902019-08-261-0/+85
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* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily2019-08-171-2/+1
| | | | | | | | | Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
* Merge pull request #31085 from sparkart/fix_redundant_navpolygonsRémi Verschelde2019-08-051-0/+2
|\ | | | | Fix Redundant Navigation Polygons
| * Fix Redundant Navigation PolygonsEmmanuel Barroga2019-08-041-0/+2
| | | | | | When adjusting the vertices of a navigation polygon, the tile editor would create a duplicate navigation polygon. So each time you made an adjustment, another copy of the polygon would be created.
* | Some Vector2i usage cleanupAaron Franke2019-08-031-10/+9
|/ | | | Replace casting Vector2 -> Vector2i -> Vector2 with a simple call to .floor(), and some minor fixes.