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path: root/editor/scene_tree_editor.cpp
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* Use Array for node configuration warningsNathan Franke2021-04-111-3/+3
| | | | Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
* Allow to drop files on filtered scene treekobewi2021-03-221-4/+1
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* Fix Node can not be reselectedray905142021-03-131-1/+2
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* Merge pull request #45545 from abaire/relaxes_gltf_name_sanitizationRémi Verschelde2021-03-091-3/+5
|\ | | | | Relaxes node name sanitization in gltf documents.
| * Relaxes Node naming constraints in glTF documents to match the Editor.abaire2021-02-241-3/+5
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* | Merge pull request #46191 from reduz/refactor-process-modeRémi Verschelde2021-02-191-0/+9
|\ \ | | | | | | Refactor Process Mode
| * | Refactor Process Modereduz2021-02-181-0/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192 * PauseMode is now ProcessMode, containing the following states: ``` PROCESS_MODE_INHERIT, // same as parent node PROCESS_MODE_NORMAL, // process only if not paused PROCESS_MODE_PAUSE_ONLY, // process only if paused PROCESS_MODE_ALWAYS, // process always PROCESS_MODE_DISABLED, // never process ``` * NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree). * Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
* | | Fix `SceneTreeEditor::update_timer` - timeout signalYuri Roubinsky2021-02-191-1/+1
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* | Fix SceneTreeEditor::_update_tree() bindingPedro J. Estébanez2021-02-141-1/+1
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* | Fix LineEdit minimum widthreduz2021-02-121-1/+1
|/ | | | | -Changed theme setting name to make more sense of what it does -Reduced amount of minimum characters, so minimum size is smaller.
* Keep selected node visible after filter changePedro J. Estébanez2021-02-081-5/+12
| | | | (Implemented both for the local and remote scene tree docks.)
* 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 Admiraal2020-12-281-4/+4
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* Rename Control margin to offsetMarcel Admiraal2020-12-231-2/+2
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* Cleanup unused engine codeTomasz Chabora2020-12-091-4/+0
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-2/+2
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Merge pull request #38743 from arrowinaknee/node-config-warningsRémi Verschelde2020-10-011-1/+1
|\ | | | | Update all get_configuration_warning() to retrieve warnings from the parent
| * Update all get_configuration_warning to retrieve warnings from the parentArrowInAKnee2020-05-161-1/+1
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* | striped edges on node rename in SceneTreeDockLeleat2020-09-131-0/+3
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* | Updated Translation architecture to have TranslationPO, did some commit ↵SkyJJ2020-08-191-1/+1
| | | | | | | | fixes and updated class Reference.
* | Added plurals and context support to TranslationSkyJJ2020-08-191-18/+26
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* | Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-0/+5
| | | | | | | | resource depency dialogs).
* | Prevent dragging from SceneTree buttonsHaoyu Qiu2020-07-021-0/+4
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* | Fix some popups menu missing screen transform.Juan Linietsky2020-07-011-1/+1
|/ | | | Closes #38591
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-67/+130
| | | | | 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/+4
| | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2020-05-141-72/+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.
* Replace NULL with nullptrlupoDharkael2020-04-021-12/+12
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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-6/+6
| | | | Fixes #30736.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-29/+29
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* Working multiple window support, including editorJuan Linietsky2020-03-261-9/+10
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* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-1/+1
| | | | Still a lot of work to do.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | 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 Verschelde2020-02-281-0/+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 Verschelde2020-02-281-51/+33
| | | | | | | | | 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 Linietsky2020-02-201-33/+33
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-1/+1
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky2020-02-151-3/+2
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* Remove more deprecated methods and codeRémi Verschelde2020-02-131-24/+1
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* Texture refactorJuan Linietsky2020-02-111-2/+2
| | | | | | | | -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
* 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 Qiu2019-12-241-1/+2
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* Minor visual adjustment in drag preview of the scene and file tree editorsMichael Alexsander Silva Dias2019-09-301-0/+1
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* Add an `editor_description` property to Node for documentation purposesHugo Locurcio2019-08-231-5/+23
| | | | | | | It is implemented using editor-only metadata, in a way similar to edit locking or Position2D gizmo extents. This closes #2082.
* Merge pull request #31423 from Calinou/improve-node-signal-group-tooltipRémi Verschelde2019-08-181-9/+24
|\ | | | | Improve the scene tree signals/groups tooltip
| * Improve the scene tree signals/groups tooltipHugo Locurcio2019-08-171-9/+24
| | | | | | | | | | The tooltip now displays the number of connections and groups that are assigned to the hovered node.
* | Adds Attaching Script via Script EditorEmmanuel Barroga2019-08-161-0/+21
|/ | | Allows you to attach a script by dragging the name in the script list of the script editor to the node in the scene tree.
* Make custom types more subtle and more usefulBojidar Marinov2019-07-191-3/+15
| | | | | Implements #6067 (aaronfranke's idea) Fixes #26980
* Fix potential crash caused by type mismatch in RefShiqing2019-07-121-4/+6
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* Added filter to SceneTreeDialogunknown2019-07-061-1/+20
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