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path: root/editor/scene_tree_dock.cpp
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* Add ability to bind an unbind arguments to Callable.reduz2020-10-091-1/+1
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* Fixed renaming/moving of nodes with exported NodePathsMarcus Brummer2020-09-251-9/+27
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* Fix changing icons' colors when switch dark and light themebooer2020-09-171-3/+7
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* Fix TTR misuseSkyJJ2020-07-241-1/+1
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* Small naming and tooltip tweaksMichael Alexsander2020-07-231-0/+1
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* Remove duplicate node update callNehluxhes2020-07-211-4/+2
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* Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-3/+2
| | | | resource depency dialogs).
* Merge pull request #40034 from hinlopen/fix-new-node-crashRémi Verschelde2020-07-021-4/+8
|\ | | | | Fix: Crash when trying to add new node
| * Fix crash by calculating wrong size of array.Stijn Hinlopen2020-07-021-4/+8
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* | Fix some popups menu missing screen transform.Juan Linietsky2020-07-011-1/+1
|/ | | | Closes #38591
* Merge pull request #39954 from hinlopen/delete-nodes-msgRémi Verschelde2020-07-011-8/+19
|\ | | | | Delete Nodes message
| * Deleting multiple nodes displays correct message.Stijn Hinlopen2020-07-011-8/+19
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* | Add Control to preferred typesStijn Hinlopen2020-06-301-7/+12
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* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-7/+14
| | | | | | | | | | | 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 scene tree showing up when the root selection is presentMichael Alexsander2020-06-091-1/+3
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* Prevent crash attaching a script with no languages registeredAndrii Doroshenko (Xrayez)2020-05-311-0/+5
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* Keep "lock" metadata when changing a Node's type, if applicableMichael Alexsander2020-05-191-0/+12
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* Replace 'add_child_below_node' with 'add_sibling' in NodeDominik 'dreamsComeTrue' Jasiński2020-05-151-1/+2
| | | | Fixes: #19642
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-105/+207
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-150/+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.
* Merge pull request #38594 from Calinou/rename-clear-script-actionRémi Verschelde2020-05-111-22/+22
|\ | | | | Rename the Clear Script editor action to Detach Script
| * Rename the Clear Script editor action to Detach ScriptHugo Locurcio2020-05-091-22/+22
| | | | | | | | | | | | | | This makes it more obvious that the script won't be modified in any way. See comments in #27813.
* | Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde2020-05-101-2/+6
| | | | | | | | Part of #33027.
* | Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-4/+8
|/ | | | | | | 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.
* Proper naming and ordering when Duplicate nodesDominik 'dreamsComeTrue' Jasiński2020-05-011-5/+8
| | | | Fixes: #38162
* 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.
* Fix "Local" button not being pressed in the Scene dock on first runMichael Alexsander2020-04-211-0/+1
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* Remove Node.get_position_in_parent()Tomasz Chabora2020-04-061-3/+3
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* Replace NULL with nullptrlupoDharkael2020-04-021-28/+28
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-1/+1
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Rename more 2D and 3D nodes to follow conventionRémi Verschelde2020-03-271-1/+1
| | | | Rename editor plugins to match the new node names.
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-11/+11
| | | | Fixes #30736.
* Open sub-windows as embedded if the OS does not support themJuan Linietsky2020-03-261-3/+0
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-43/+44
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* Working multiple window support, including editorJuan Linietsky2020-03-261-30/+30
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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.
* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-1/+1
| | | | Still a lot of work to do.
* Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky2020-03-261-1/+3
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* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-10/+10
| | | | | | | | | | 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: Fix some regressions from #36426Rémi Verschelde2020-03-031-2/+2
| | | | | | | | - Fix `callable_mp` bindings to methods which used to have default arguments passed to `bind_method`. We now have to re-specify them manually when connecting. - Re-add `GroupsEditor::update_tree` binding. - Misc code quality changes along the way.
* Signals: Fix signals error prints for the new signal systemMateo Dev .592020-02-281-2/+2
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* Signals: Manually port most of remaining connect_compat usesRémi Verschelde2020-02-281-3/+2
| | | | | | | | 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 Verschelde2020-02-281-73/+43
| | | | | | | | | 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.)
* Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli2020-02-211-16/+16
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* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-49/+49
| | | | objects and made them default.
* Fix typo/spelling: "exisiting" -> "existing"follower2020-02-181-3/+3
| | | Specifically: "exisiting_script_removable" -> "existing_script_removable"
* Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky2020-02-151-2/+2
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* Texture refactorJuan Linietsky2020-02-111-1/+1
| | | | | | | | -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
* Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-1/+1
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