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* Fix editor always redrawingreduz2021-02-131-0/+1
| | | | | | -Only update rendering settings when project settings change -Fixes the update spinner (and editor rendering) updating all the time. -Added a "project_settings_changed" signal to EditorNode and EditorPlugin
* Don't allow adding Objects to the project settingsHugo Locurcio2021-01-101-3/+6
| | | | | | Godot doesn't support serializing objects. This closes #33667.
* 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 empty() to is_empty()Marcel Admiraal2020-12-281-2/+2
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* Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-1/+1
| | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* Refactored variant constructor logicreduz2020-11-091-1/+2
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Add placeholders to the searchbars in the Project/Editor settingsMichael Alexsander2020-08-281-0/+1
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* Fixed issues with adding custom project settings and added confirmation ↵Eric M2020-08-181-2/+12
| | | | dialog when deleting settings.
* Fix and tweak the new header in "Project Settings"Michael Alexsander2020-08-141-12/+10
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* Rewrite ProjectSettings editor advanced optionsStijn Hinlopen2020-08-101-287/+250
| | | | | - New layout: advanced options hidden by default, error labels added. - Disallow adding invalid new settings, or overwriting built-in settings.
* Refactor Project Settings:Stijn Hinlopen2020-07-141-1793/+51
| | | | | | - Moved Localization and InputMap editor code to separate files. - Removed empty method _item_checked from project_settings_editor. - Reordered some code for better readability.
* Merge pull request #40092 from hinlopen/remove-find-lastRémi Verschelde2020-07-041-1/+1
|\ | | | | Remove String::find_last (same as rfind)
| * Remove String::find_last (same as rfind)Stijn Hinlopen2020-07-031-1/+1
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* | Add translation parser plugin supportSkyJJ2020-07-021-10/+16
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* | Added "POT generation" feature under "Localization" in the EditorSkyJJ2020-07-021-0/+114
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* Merge pull request #39661 from dreamsComeTrue/restart-project-settings-msgRémi Verschelde2020-06-211-1/+1
|\ | | | | Project Settings 'restart' message put focus on editor rather than project itself
| * Project Settings 'restart' message put focus on editor rather than project ↵Dominik 'dreamsComeTrue' Jasiński2020-06-191-1/+1
| | | | | | | | | | | | itself Fixes: #39613
* | Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-1/+2
|/ | | | | | | | | | | 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: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-48/+96
| | | | | 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 Verschelde2020-05-141-98/+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.
* Update game controller enums.Marcel Admiraal2020-05-131-36/+47
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* Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde2020-05-101-6/+17
| | | | Part of #33027.
* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-3/+6
| | | | | | | 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.
* Implement global and per instance shader uniforms.Juan Linietsky2020-04-171-0/+5
| | | | | | | | Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
* Replace NULL with nullptrlupoDharkael2020-04-021-7/+7
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-35/+35
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* Working multiple window support, including editorJuan Linietsky2020-03-261-70/+75
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* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* prevent joypad button input dropdown going out of dialogalvaroHernandez2020-03-161-0/+2
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* Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde2020-03-011-10/+45
|\ | | | | Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
| * Rename `scancode` to `keycode`.bruvzg2020-02-251-10/+45
| | | | | | | | | | 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: Fix signals error prints for the new signal systemMateo Dev .592020-02-281-1/+2
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* | 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 Verschelde2020-02-281-78/+37
|/ | | | | | | | | 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.)
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-39/+39
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-8/+8
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Improve icons in the Input Map editorHugo Locurcio2020-02-051-13/+25
| | | | | | | | | | - Add a disabled icon for built-in inputs with a tooltip explaining why they can't be removed. This also makes the Add button's horizontal position consistent between built-in and custom inputs. - Fade out input event icons slightly to make them easier to distinguish from action icons. - Remove unnecessary punctuation from mouse button and joypad event descriptions.
* 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.
* Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+2
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* Disable ok button if no key is selected when adding event to an actionGilles Roudière2019-11-131-0/+3
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* Merge pull request #32527 from OsamaElHariri/fix_locale_filterRémi Verschelde2019-11-071-7/+12
|\ | | | | Fix locale filter in project settings editor
| * Fix locale filter in project settings editorOsama El Hariri2019-10-031-7/+12
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* | Fix key names being wrongly capitalized in the input map editorHugo Locurcio2019-11-041-18/+2
| | | | | | | | | | | | | | This also fixes the prompt in the editor shortcuts dialog while removing duplicated code. This closes #33305.
* | Fix off-by-one error in the Project Settings type dropdownHugo Locurcio2019-10-251-3/+4
| | | | | | | | This closes #33075.
* | Small fixes to redundand code, copy paste bugsqarmin2019-10-141-0/+2
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* | Allow all Variant types to be added as project settingsHugo Locurcio2019-10-071-11/+8
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* | Focus the search box when pressing Ctrl+F in Project/Editor SettingsHugo Locurcio2019-10-061-0/+23
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* Fix crash when moving an action into itself in the Input Map editorMichael Alexsander Silva Dias2019-09-271-1/+1
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