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path: root/modules/gridmap/grid_map_editor_plugin.cpp
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| * Change non-existent World to World3Dqarmin2020-04-181-6/+6
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* | Rename InputFilter back to InputRémi Verschelde2020-04-281-1/+1
|/ | | | | | | | | | | | | | | | 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 nullptrlupoDharkael2020-04-021-3/+3
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-64/+64
| | | | | | | | | | 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.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-5/+5
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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.
* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-0/+1
| | | | Still a lot of work to do.
* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde2020-03-011-4/+4
|\ | | | | Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
| * Rename `scancode` to `keycode`.bruvzg2020-02-251-4/+4
| | | | | | | | | | 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 Verschelde2020-02-281-27/+15
|/ | | | | | | | | 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 Linietsky2020-02-201-15/+15
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-3/+3
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Modernized default 3D material, fixes material bugs.Juan Linietsky2020-02-111-9/+10
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* Base 3D engine done, still untested, though.Juan Linietsky2020-02-111-2/+1
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* Changes to material required to add custom shaders in RD rendererJuan Linietsky2020-02-111-2/+0
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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
* Merge pull request #33950 from Calinou/gridmap-editor-zoom-shortcutRémi Verschelde2020-02-101-2/+22
|\ | | | | Implement zooming using Ctrl + Mouse wheel in the GridMap editor
| * Implement zooming using Ctrl + Mouse wheel in the GridMap editorHugo Locurcio2019-11-271-2/+22
| | | | | | | | | | | | The minimum value of the slider was changed to 0.2 as zooming works in increments of 0.2. This way, the value can go back to 1 after you've reached the slider's minimum value.
* | Merge pull request #34706 from KoBeWi/grindputRémi Verschelde2020-01-011-2/+3
|\ \ | | | | | | Don't handle Gridmap input when have no effect
| * | Don't handle Gridmap input when have no effectTomasz Chabora2019-12-301-2/+3
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* | | 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.
* / Makes more editor strings translatableHaoyu Qiu2019-12-301-1/+1
|/ | | | | | | | | * 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
* Fixed cases where labels with autowrap can overflow the editor uiPouleyKetchoupp2019-11-041-0/+1
| | | | Fixes #33155
* Merge pull request #32915 from Nehluxhes/gridmap_scalingRémi Verschelde2019-10-251-68/+71
|\ | | | | Gridmap : Mesh preview now scales + grid update on cell size change
| * Mesh preview now scales + grid update on cell size changeNehluxhes2019-10-211-68/+71
| | | | | | | | The mesh preview now correctly scales with cell_scale Refactor the grids creation into _draw_grids() and call it if the cell_size property is changed
* | Merge pull request #32991 from Chaosus/fix_bug2Rémi Verschelde2019-10-221-1/+3
|\ \ | | | | | | Fix gridmap error spam at startup
| * | Fix gridmap error spam at startupYuri Roubinsky2019-10-221-1/+3
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* | | Merge pull request #32969 from Nehluxhes/palette_vanishRémi Verschelde2019-10-221-4/+1
|\ \ \ | |/ / |/| | Fix gridmap palette remaining invisible
| * | Fix gridmap palette remaining invisibleNehluxhes2019-10-211-4/+1
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* / Disable gridmap selection actions when nothing is selectedNehluxhes2019-10-181-1/+6
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* Merge pull request #31974 from YeldhamDev/tilegrid_map_fixesRémi Verschelde2019-09-241-25/+8
|\ | | | | Small fixes for the Tile/GridMap editors
| * Small fixes for the Tile/GridMap editorsMichael Alexsander Silva Dias2019-09-041-28/+9
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* | Merge pull request #32095 from KoBeWi/silly_userRémi Verschelde2019-09-201-0/+3
|\ \ | | | | | | Properly remove GridMap node from editor on undo
| * | Properly remove GridMap node from editor on undoTomasz Chabora2019-09-111-0/+3
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* / Add informational messages to various editorsMichael Alexsander Silva Dias2019-09-041-3/+16
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* Merge pull request #31338 from Calinou/reorganize-menusRémi Verschelde2019-08-131-1/+1
|\ | | | | Reorganize various menus for consistency and conciseness
| * Reorganize various menus for consistency and concisenessHugo Locurcio2019-08-131-1/+1
| | | | | | | | | | | | | | - Clean up the recent scripts dialog to match the recent scenes dialog - Add "..." at the end of shortcuts that cause a modal dialog to appear This closes #31148.
* | Fix GridMap list text not expanding when palette is resizedXenoamor2019-08-121-3/+5
|/ | | This is to close #31304
* Use reference to constant in functionsqarmin2019-07-101-1/+1
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* Fixes minor issues found by static analyzerqarmin2019-07-071-1/+1
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* Many fallthrough switch cases now have the FALLTHROUGH macro to tell the ↵hbina0852019-06-291-1/+1
| | | | compiler that this is intended.
* Fix GridMap transform problemsGwyneth Lowe2019-06-251-2/+2
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* Fixed navigation schemes Modo/Maya when used with grid map tile placementZach Young2019-06-191-2/+4
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* Release GridMap floor field focus when mouse exitedLisapple2019-05-081-0/+7
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* GridMap editor fixes and improvementsDaniel Rakos2019-04-301-132/+255
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This change fixes a few outstanding issues and greatly improves the usability of the GridMap editor through the following changes: - Copied mesh now gets displayed during pasting (also renamed the related identifiers accordingly) - Duplication/paste indicator now gets rotated around the correct pivot point (duplication worked properly before, but the indicator was shown misplaced when rotated) - Selected mesh library item cursor is no longer shown during selection and duplication/pasting - Back rotate X/Y/Z is now working during duplication/pasting - Added true cut operation thanks to now having a proper clipboard (clear operation got remapped to the DEL key) - Got rid of some weird workarounds in the duplication code - Fill and clear operations now correctly make the selection marker inactive as this was broken partly due to the workarounds mentioned above (duplication continues to keep the selection marker active to allow subsequent duplications) - Clear current selection on RMB, but treat selection as an action so previous selection can be restored on undo - Separated selection and paste indicator data as it's prone to error and confusion and it's anyway needed now that selection is treated as an action - Added support for cancelling paste, selection, and even unselect the currently selected mesh library item with the ESC key (previously there wasn't a way to unselect) - Changed the key binding of fill/clear/duplicate operations to use Ctrl as a modifier - Changed erase to use RMB instead of Shift+RMB (free look is available through Shift+F anyway, so no need to occupy RMB for it during gridmap editing) - Removed unused area, external connector, and configure menu items (there's also the non-functional clip mode menu items, but I'm not sure whether there are any plans with that, I suppose it's meant to be an editor aid) - Renamed INPUT_COPY to INPUT_PICK to better reflect its purpose - Added support for using Shift+Q and Shift+E to select multiple floors/planes without actually changing the current floor/plane as it happens when using e.g. the mouse wheel Fixes #25373 and #15883
* Add search box and size slider to GridMap (similar to TileMap's)Bojidar Marinov2019-02-261-7/+52
| | | | Closes #21536
* Make translatable some undo/redo operations in the editorMichael Alexsander Silva Dias2019-02-211-1/+1
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