Commit graph

475 commits

Author SHA1 Message Date
Rémi Verschelde
01afc442c7 Signals: Port connect calls to use callable_mp
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.)
2020-02-28 14:24:09 +01:00
bruvzg
1af06d3d46
Rename scancode to keycode.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Marcin Zawiejski
dc793bb816 fix Vulkan project description 2020-02-13 21:04:43 +01:00
Rémi Verschelde
386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Rémi Verschelde
57dca8b8cc
Merge pull request #36152 from Calinou/project-manager-rename-last-modified
Rename the "Last Modified" project list sorting option to "Last Edited"
2020-02-13 09:09:24 +01:00
Hugo Locurcio
bb2fffa10c
Disable the GLES2 renderer option in the Project Manager
It will be re-enabled once the GLES2 renderer is refactored to work
in Godot 4.0.
2020-02-13 00:29:17 +01:00
Hugo Locurcio
e10460e36f
Rename the "Last Modified" project list sorting option to "Last Edited"
The `project.godot` file will always be modified when editing a project,
but not when running it. This effectively makes the option sort by
last edition date, rather than modification as is typically understood
by users.

This closes #36127.
2020-02-12 18:13:32 +01:00
Teashrock
919293b369 Changed in-text driver name to "Vulkan"
But it still requires a change of "driver_name" in backend itself.
2020-02-12 11:07:33 +02:00
Juan Linietsky
3f335ce3d4 Texture refactor
-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
2020-02-11 11:53:26 +01:00
Rémi Verschelde
01d487c4f5 Merge pull request #34027 from Calinou/tweak-project-manager-renderer-selection
Improve the renderer selection display in the project manager
2020-02-10 11:28:32 +01:00
Rémi Verschelde
1ceba5a653 Merge pull request #35260 from Calinou/project-manager-enter-open-first
Select the first project when searching in the project manager
2020-02-10 11:16:47 +01:00
Rémi Verschelde
f5fa2b41df
Merge pull request #35892 from Calinou/project-manager-allow-hidden-files
Allow existing hidden files/directories when creating a new project
2020-02-06 11:21:17 +01:00
Haoyu Qiu
c1011178c0 Centers icon vertically in project list 2020-02-06 10:56:43 +08:00
Hugo Locurcio
34b747bac0
Allow existing hidden files/directories when creating a new project
For instance, this lets users initialize a Git repository
and still be able to create a project in the directory afterwards.

This closes https://github.com/godotengine/godot-proposals/issues/291.
2020-02-03 21:35:00 +01:00
Hugo Locurcio
56aae0e8bc
Use a loading placeholder for project icons in the project manager
Now that projects are loaded asynchronously, some projects in the
list may be displayed before their icon is done loading. This is
especially common on slower hardware.

In such cases, this makes the project manager display a loading
placeholder instead of the default project icon.
2020-01-21 22:56:19 +01:00
Hugo Locurcio
d72f5e0938
Only create the editor theme once
This prevents the editor theme from being created twice.
This speeds up the project editor and editor startup
significantly; startup is now 1.3 times faster on average
(tested on a debug build). RAM usage was also lowered by 7.5 MB
on average.

This partially addresses #35321.
2020-01-19 21:51:21 +01:00
Hugo Locurcio
2897918426
Select the first project when searching in the project manager
This makes the project manager usable for opening existing projects
without ever touching the mouse. Just enter text in the autofocused
search box and press Enter.

This partially addresses #8149.
2020-01-18 00:58:52 +01:00
Haoyu Qiu
047d66cc6f Fixes the New Window option in macOS dock menu 2020-01-13 08:58:12 +08:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
Marc Gilleron
4c7d02dea1 Fix wrong project opening in some situations, hidden nodes were not reordered 2019-12-30 17:04:29 +00:00
Rémi Verschelde
45908eebf3 i18n: Sync translation template with current source 2019-12-17 11:47:29 +01:00
Haoyu Qiu
7a9c337dfe Makes more strings in editor translatable
* File type names in file dialogs
* Layout option names
* Visual shader editor UI
2019-12-16 16:41:07 +08:00
Rémi Verschelde
2845e6a21a
Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers
Removed unused variables, add some constants numbers
2019-12-10 08:25:31 +01:00
Rafał Mikrut
ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
Hugo Locurcio
82c8751e65
Improve the renderer selection display in the project manager
- Format characteristics as a bullet-point list.
- Fade out secondary text to make other fields more prominent.
2019-12-07 23:00:27 +01:00
Haoyu Qiu
22b345c969 Fixes translation for project sort options 2019-12-04 15:17:45 +08:00
bruvzg
2f3db42de8
Update dock menu on project list changes, add favourites separator. 2019-10-24 13:25:21 +03:00
lupoDharkael
4753c51de6 Project Manager: Update template dialog position after window resize 2019-10-01 12:10:58 +02:00
Hugo Locurcio
76dd021a30
Don't open a project in the list if Ctrl is held while double-clicking 2019-09-23 17:25:37 +02:00
Hugo Locurcio
61299dc451
Focus the project manager's search box automatically on startup
This allows the user to search projects as soon as the project manager
opens, without having to click on the search field first.
2019-09-23 02:50:50 +02:00
Hugo Locurcio
9e5f1d6641
Add an "hover" style to items in the project manager
This makes the project manager feel more responsive to user input.
2019-09-13 02:34:05 +02:00
Hugo Locurcio
ef9f234d2b
Tweak the editor window dimming intensity, remove dim fade animation
The fade animation tended to give the editor a "sluggish" feel
when running at lower FPS (which is common in heavy 3D scenes),
so it's probably a good idea to remove it.

This also makes dimming less intense (50% instead of 60%).
2019-08-29 15:54:08 +02:00
Hugo Locurcio
5bd01bf637
Add a project description setting
The description is displayed as a tooltip when hovering the project
in the Project Manager. It can span multiple lines.

This partially addresses #8167.
2019-08-28 22:34:29 +02:00
Emmanuel Barroga
36e3996677 Fixes Keyup Navigation in Project Manager
This PR fixes the issue of navigation via keyup in the project manager not selecting the first item.
2019-08-27 10:15:37 -07:00
bruvzg
db6d4352ea
[macOS] Add methods to modify global and dock menus. Add ability to open multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu. 2019-08-26 16:45:49 +03:00
Hugo Locurcio
0271a5f1d8
Improve the display of missing projects in the Project Manager
- Use a "broken file" icon instead of a "folder" icon for missing
  projects
- Fade out the project icon for missing projects
- Use transparent modulate for grayed out projects as it results in
  better-looking text
- Disable the "Edit", "Run" and "Rename" buttons if at least
  one missing project is selected
- Make double-clicking or pressing Enter do nothing when a missing
  project is selected
- Change the "Open in FileSystem" tooltip accordingly for missing
  projects
- Don't connect the "Open in FileSystem" pressed signal to make the
  button ineffective for missing projects
- Name missing projects as "Missing Project" instead of
  "Unnamed Project"
2019-08-22 17:06:02 +02:00
Hugo Locurcio
3ae0306a1f
Tweak a few strings displayed in the editor for consistency 2019-08-21 19:33:29 +02:00
Rémi Verschelde
a4377ca465
Merge pull request #31356 from Calinou/improve-project-manager-ui
Improve the project manager UI
2019-08-20 12:55:15 +02:00
Hugo Locurcio
c0eee235c4
Define a minimum window size in the editor and project manager
This prevents most UI elements from overlapping or being cut off
as a result of the window being too small.

This closes #20669.
2019-08-17 21:56:59 +02:00
Hugo Locurcio
cef7ca4abb
Improve the project manager UI
This incorporates many suggestions from #31342.

This also revises the search behavior to be simpler and more efficient:

- Searching will now search in both the project name and path. A project
  will be displayed if either of these match the search term.
- If the search term contains a "/", the whole path will be used to match
  the search term. Otherwise, only the last path component will be used.
2019-08-17 13:48:25 +02:00
Emmanuel Barroga
1f5dc0ea3b Fixes ProjectManager Buttons Not Updating
Fixes buttons in ProjectManager not updating to disabled after deleting projects.
2019-08-14 18:30:42 -07:00
Tomasz Chabora
bd9a0a3236 Fix Project Manager not remembering sorting option 2019-08-14 13:09:04 +02:00
Hugo Locurcio
8f2bcfd909
Use Lanczos filtering for variable-sized images such as project icons
This results in better-looking icons with less artifacts
induced by downscaling.
2019-08-13 22:08:23 +02:00
Hugo Locurcio
6f6a9d9c09
Simplify editor settings related to window dimming
Only a single checkbox is now exposed to control whether the editor
window should be dimmed when opening a popup. The main use case
for disabling it is picking colors from the editor window while
a popup is open.
2019-07-26 15:29:04 +02:00
Marc Gilleron
d3652887df Project manager improvements
- Faster launch time by loading icons in a coroutine
- Faster sorting, filtering, fav'ing etc
- Refactored project list with a proper structured class
2019-07-21 20:47:25 +01:00
gaisama
f3b95560f4 Set a default value for project name when installing a project.
If I download a template named KewlGame, we should not force the user to have to type that name in order to complete the installation process.  The user can still rename it if they wish to but we should be providing a default value.  This quality of life enhancement will improve the workflow for newcomers to Godot who typically attempt to install a template as their first action within the program.
2019-07-10 18:40:29 -04:00
Tomasz Chabora
39e5c510fc Properly sort projects by name 2019-06-18 15:51:58 +02:00
Hugo Locurcio
bf97247cec
Improve the default project naming in the Project Manager
The Project Manager will now infer a project name from the
project path if the name is empty or equal to the default value.
The project name will also be capitalized automatically.
2019-06-15 00:01:44 +02:00
Hugo Locurcio
c9bc807ce4
Dim the project manager window while it's quitting
This makes it clearer that the project manager window is busy
while it's quitting (which can take a while on slower PCs).
This also makes it feel more responsive to user input.
2019-06-09 22:48:12 +02:00
Hugo Locurcio
dc981d8af7
Display longer Git hashes in engine version dialogs
Due to the high number of commits in the Godot repository,
7-character hashes were starting to become occasionally ambiguous.

In contrast, 9-character hashes are currently unambiguous for
all commits.
2019-06-01 13:52:58 +02:00
Rémi Verschelde
0d3ae2a415
Merge pull request #29198 from NilsIrl/seg_fault
Fix Segmentation fault and reduce memory consumption
2019-05-27 11:59:38 +02:00
Nils ANDRÉ-CHANG
a156b7976d Fix Segmentation fault and reduce memory consumption 2019-05-26 20:32:09 +01:00
Hugo Locurcio
deb7152724
Quit the Project Manager when Command + Q is pressed
This uses the same shortcut as quitting Godot while in the editor.

This partially addresses #27251.
2019-05-13 22:17:16 +02:00
qarmin
d9eaa3e093 Fix Remove Missing Project projects on Windows 2019-05-01 14:36:04 +02:00
Rémi Verschelde
5902e15b9b
Merge pull request #27187 from IronicallySerious/add-new-folder-button
Add 'Create Folder' button in Install Project dialog
2019-04-30 18:32:42 +02:00
Rémi Verschelde
1b08ba1a48
Merge pull request #25713 from qarmin/remove_all_missing_projects
Add button in Project Manager to remove all missing projects
2019-04-30 13:56:29 +02:00
Hugo Locurcio
35a0162167
Improve wording of various messages and make casing more consistent
This also adds the number of selected projects to the confirmation
dialog that appears before removing projects.
2019-04-21 14:37:14 +02:00
Twarit
0e62f5e6f7 Add 'Create Folder' button while installing templates
Fixes #25454
2019-04-10 11:23:13 +05:30
Rémi Verschelde
fc370b3feb Fix -Wimplicit-fallthrough warnings from GCC 8
Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional.
Can be replaced by `[[fallthrough]]` if/when we switch to C++17.

The warning is now enabled by default for GCC on `extra` warnings level
(part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet,
but we could enable it manually once we switch to C++11. There's no
equivalent feature in MSVC for now.

Fixes #26135.
2019-04-05 15:14:53 +02:00
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Michael Alexsander Silva Dias
0de15955ad Add small spacing between top bars in main editor and project manager 2019-02-20 12:08:52 -03:00
Kārlis Seņko
bb3429c1c5 Fix project opening while filter is applied.
Fixes #25268
2019-02-19 00:06:20 +02:00
Michael Alexsander Silva Dias
da45f1bf85 Minor cleanup in the Project Manager 2019-02-12 08:25:09 -02:00
qarmin
a14733be3f Add button in Project Manager to remove all missing projects 2019-02-11 17:44:23 +01:00
Rémi Verschelde
da18307a53
Merge pull request #25562 from IronicallySerious/fix-empty-project
Fix prompt for empty project files when loaded
2019-02-08 12:16:01 +01:00
Twarit
56f4d59962 Fix prompt for empty project files when loaded
Fixes #25541
2019-02-06 17:21:19 +05:30
Leon Krause
12bdb46706 Add renderer selection to New Project dialog 2019-01-25 01:49:55 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
616beb1041 ProjectManager: Warn when projects have different config_version
When opening projects for edition through the project manager, the
following checks are now done:

1. If the config_version is lower than the one used by the current
   engine version, users are asked if they want to convert to the new
   format or abort editing. Fixes #20626.
2. If the config_version is higher than the expected one (project
   from a more recent and incompatible engine version), projects are
   grayed out and can't be edited. Fixes #18758.

When editing from the command line, the behaviour is unchanged:
projects in situation (1) are automatically converted, while projects
in situation (2) show an error message (made more explicit).

The "Run" option from the project manager was not changed, so it will
still run (1) projects without converting them, and fail running (2)
projects.

Co-authored-by: groud <gilles.roudiere@gmail.com>
2018-12-21 12:45:27 +01:00
Gleb Mineev
b675a3f745 24303: remember sorting order in the project manager 2018-12-15 17:38:49 +01:00
Rémi Verschelde
17c3c64a80 i18n: Sync translation template with current source
Also French translation update and misc fixes to source strings.
2018-12-13 14:47:24 +01:00
Rémi Verschelde
c084340216
Merge pull request #23935 from helenaMontenegro/master
Add sorting to the project manager
2018-12-06 14:14:08 +01:00
qichunren
1986cc1118 Fixed project name line edit focus lost when open project-create dialog.
This also select default project name text for convenience.
2018-11-26 15:56:34 +08:00
helenaMontenegro
911cf63eb8 Add sorting to project manager. Fixes #8794. 2018-11-23 23:53:21 +00:00
Michael Alexsander Silva Dias
f3835282c4 Small capitalization fixes across the editor 2018-10-26 16:11:36 -03:00
lupoDharkael
006021236a Project manager: remove projects with delete key 2018-10-02 11:28:18 +02:00
Fabio Alessandrelli
d2b38aabec Bundle SSL certs with the templates.
If this is undesired it can be avoided by specifying builtin_certs=no .
Bundled SSL certs will be used unless you specify an override in:
Project Settings -> SSL -> Certificates .
2018-09-15 10:54:00 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Hugo Locurcio
9c5ce5cf58
Fix the project manager window size on hiDPI displays on macOS
This closes #21525.
2018-09-02 11:52:26 +02:00
Rémi Verschelde
52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Rémi Verschelde
8c38bab6d7
Merge pull request #20831 from Calinou/project-manager-window-size-hidpi
Scale the project manager window size with the editor scale
2018-08-14 15:45:48 +02:00
Ivan Vodopiviz
f6a250adf8 Always show "Open in File Manager"
Now this button is always shown in the project manager. Fixes #20799.
2018-08-14 14:17:55 +02:00
Rémi Verschelde
68ab428d4d
Merge pull request #20155 from Tunous/line-edit-clear
Add clear button to search fields
2018-08-13 12:54:57 +02:00
Łukasz Rutkowski
81fb81de9d Do not use theme to set LineEdit right_icon 2018-08-11 12:04:26 +02:00
Łukasz Rutkowski
e8a435c8cd Add clear text button to LineEdit
- Add pressed state to clear button
- Enable clear button on all inputs with search icon
- Remove duplicate clear buttons
- Fix rendering of icon for center and right alignments
- Add clear button to more search fields
- Add clear icon to default theme
- Add method to control enabled state of clear button
- Add property to enable clear button from inspector
2018-08-11 12:04:26 +02:00
Hugo Locurcio
cd29cdab15
Scale the project manager window size with the editor scale
This also makes the project search field slightly larger.
2018-08-09 11:10:48 +02:00
Ibrahn Sahir
62f0dd9d57 removed some surplus null appends that got typoed in 0e29f7974b
A couple of null appends got typoed to append a '0' character instead.
Removed them here since String already takes care of the null terminator for us.
2018-08-07 03:30:14 +01:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Nathan Harrell
6831bc422b Add ability to import projects via ZIP archive. 2018-06-22 00:55:16 -04:00
Ibrahn Sahir
8afb00a8ec fixup project_manager and find_in_files for text_changed signal change.
Background:
Commit 2abec59db9 removing text_changed
signal emmision from LineEdit::set_text broke the project manager and
find_in_files.
2018-05-20 16:45:22 +01:00
DmitryKrutskikh
965b6ac273 Disable 'run' button if any project not selected and tiny refactoring 2018-05-09 19:13:53 +03:00
Felix Yang
164dceab28 Fix for Issue#18457 - Folder name with trailing space on Windows 2018-05-03 10:19:43 +02:00
Hugo Locurcio
61bf0d10d5
Overhaul the display scaling editor settings
This adds more scaling options, in addition to a custom scaling option
which allows any scale between 0.75 and 3.0 to be used.
2018-03-23 14:04:39 +01:00
Emanuele Fornara
0071c04dcb skip demo download prompt if ssl is unavailable 2018-03-05 17:08:39 +01:00
Rémi Verschelde
23ebae01dc Refactor version macros and fix related bugs
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).

The new logic defines:

- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
  depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
  and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
  (e.g. official, custom_build, mageia, etc.)
  Note: Slight change here, as the previous format had the build name
  *before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
  with "Godot v" for readability

Bugs fixed thanks to that:

- Export templates version matching now properly takes VERSION_PATCH
  into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
  itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
  for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
2018-02-23 20:15:29 +01:00
Bernhard Liebl
1d2d08da5b Add show path button to project manager 2018-02-19 21:56:28 +01:00
Rémi Verschelde
7839076f95 Improve error reporting of ProjectSettings::setup()
And use it to better report errors in the console and project manager
when a project.godot file is corrupted.

Fixes #14963.
2018-02-19 16:41:43 +01:00
Poommetee Ketson
499a0b77dc ProjectManager: prevent installing project template in non-empty dir 2018-01-28 21:48:27 +07:00
Rémi Verschelde
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
Rémi Verschelde
7b4e45b794
Merge pull request #15803 from Noshyaar/pm
ProjectManager: show error/warning by default
2018-01-18 14:30:18 +01:00
Poommetee Ketson
61d1604da2 ProjectManager: show error/warning by default
Deprecate "That's a BINGO" message
2018-01-18 19:11:58 +07:00
bruvzg
2317364ac6
Disallow creating new projects in a non-empty folder. 2018-01-18 12:29:31 +02:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Bernhard Liebl
25c5848e7e Project Manager: fix random breaking of scrolling 2018-01-04 15:24:20 +01:00
Rémi Verschelde
0b235a5efa
Merge pull request #15102 from YeldhamDev/project_manager_changes
Changes to the Project Manager's New Project/Export dialogs
2018-01-03 11:06:37 +01:00
Rémi Verschelde
9821562b30
Merge pull request #15230 from RyanStein/bugfix-14989
Move Project Manager favorite icon back to center.
2018-01-02 11:34:30 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Ryan Stein
67c158fe9f Move Project Manager favorite icon back to center. 2017-12-31 19:58:17 -05:00
Michael Alexsander Silva Dias
0930f4cbcb Changes to the Project Manager's New Project/Export dialogs. 2017-12-27 16:13:13 -02:00
Poommetee Ketson
9fd7aec2b4 ProjectManager: enhance dialog ok button text 2017-12-23 09:06:03 +07:00
Rémi Verschelde
d5ca9e2f6f Style: Apply clang-format again on all files
Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
2017-12-07 08:02:00 +01:00
qichunren
7d1c3b5391 Fixed project name line edit lost input focus. 2017-12-06 11:24:01 +08:00
volzhs
216baf1c47 Unnecessary use of TTR 2017-12-02 08:35:28 +09:00
Juan Linietsky
c6f2db393e Ask users to explore official projects when none is loaded. 2017-11-26 15:31:48 -03:00
Juan Linietsky
bc2e8d99e5 Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Rémi Verschelde
6947bed015 Pass engine name and version parts as proper strings
Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
2017-11-20 00:51:14 +01:00
Leon Krause
9b7b46143d Move singleton management from ProjectSettings to Engine 2017-11-14 15:15:13 +01:00
Daniel J. Ramirez
e524cc7135 Fixed project manager and dialog fonts. 2017-11-09 19:38:48 -06:00
Rémi Verschelde
277e730d34 Fix typo in project manager
[ci skip]
2017-10-29 18:48:42 +01:00
sheepandshepherd
53188abed0 Add language option button to project manager
Closes #4901
2017-10-26 14:40:07 -05:00
Rémi Verschelde
8ed5e64656 Merge pull request #11998 from DmitryKrutskikh/filter-input-events-in-project-manager-3-0
Skip unhandled input events on asset library tab. (3.0)

[ci skip]
2017-10-11 22:31:46 +02:00
DmitryKrutskikh
3df42cdefb Skip unhandled input events on asset library tab. 2017-10-10 18:23:11 +03:00
Rémi Verschelde
2e0c7bb22a Merge pull request #11718 from poke1024/retina
Fixes some retina problems on multi monitor setups
2017-10-09 11:04:46 +02:00
Juan Linietsky
3d87b70f7a Added the set/get_setting function in Editor/Project settings. Renamed has() to has_setting. Fixes #11844 2017-10-05 15:34:34 -03:00
Bernhard Liebl
a7f18798aa fixes several scaling problems on multi monitor retina/non-retina setups on OS X 2017-10-05 08:12:17 +02:00
Andreas Haas
20eb17a685
EditorSettings: Move interface/ properties to interface/editor
Fixes inconsistent behaviour where clicking on the "Interface"
in the Editor Settings wouldn't collapse the category as is the
case for all the other categories.
2017-09-29 18:52:56 +02:00
Rémi Verschelde
f577efd47e Merge pull request #11424 from groud/control_node_presets
Implements set_margins_preset(...)
2017-09-26 00:11:46 +02:00
Daniel J. Ramirez
de3018703f Improved New Project and Import project experience 2017-09-23 22:50:37 -05:00
Gilles Roudiere
05bb8e0c10 Remove set_area_as_parent_rect and replace it by set_anchors_and_margins_preset(PRESET_WIDE) 2017-09-22 11:39:44 +02:00
letheed
5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Hein-Pieter van Braam
bdb07fcf4d Merge pull request #11031 from nabor/rename-dialog
Added support to rename projects on manager
2017-09-14 09:01:29 +02:00
Nabor Erices
b79ec86b64 Deleted unnecessary print 2017-09-13 18:43:37 -03:00
Marcelo Fernandez
83fe937362 Added a crash handler to dump the backtrace on Windows, Linux and OS X 2017-09-13 10:07:23 -03:00
Rémi Verschelde
84ccda4e1d Merge pull request #11058 from hpvb/fix-11043
Don't set editor_hint true for project manager
2017-09-12 11:41:44 +02:00
Marcelo Fernandez
dcdcf358db Not found projects are grayed instead of removed at the Project Manager 2017-09-11 02:01:20 -03:00
Hein-Pieter van Braam
390a2025fe Don't set editor_hint true for project manager
Due to this setting several callbacks get initialized but never used.
For instance void discoverer_callback(). This callback only initializes
the GDNativeSingletonDiscover *discoverer when called. This doesn't
happen in project manager and this in turn causes a call to
memdelete(NULL) which is invalid. This also seems to speed up startup a
little.

This fixes #11043 and fixes #10992
2017-09-10 23:59:22 +02:00
Nabor Erices
1c8cc1ab50 Added support to rename projects on manager 2017-09-06 21:10:30 -03:00
Juan Linietsky
caf1447bef Contributors missing in project manager title 2017-08-31 09:50:35 -03:00
Juan Linietsky
9ff19951e2 Fixed problem with non triplanar UV2 mode as described in issue. Closes #9979 2017-08-31 09:44:37 -03:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam
a276320329 Always size project icons to default icon size
I wasn't able to reproduce the issue, but this should fix #10620
2017-08-27 00:27:10 +02:00
Andreas Haas
6134d8741d Editor: Add some more translatable strings. 2017-08-25 18:49:45 +02:00
Hein-Pieter van Braam
cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Rémi Verschelde
e9c43cecbf Merge pull request #10433 from djrm/pr_svg_support
SVG support
2017-08-21 23:49:07 +02:00
Hugo Locurcio
1d757c43d7 Tweak command-line arguments to make them more UNIX-like
Also improves the command-line help text readability.
2017-08-21 08:08:35 +02:00
Daniel J. Ramirez
0c18009665 Added missing icon and svgs upscaling 2017-08-20 13:53:09 -05:00
Juan Linietsky
541fdffc0a Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Gilles Roudiere
06256cd778 Some control fixes and removed useless lines 2017-08-19 19:10:00 +02:00
Ignacio Etcheverry
90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Ignacio Etcheverry
fd69604bd9 Adds editor_hint to Engine class 2017-08-19 01:03:12 +02:00
Zher Huei Lee
5c94eeeb79 Project manager UI displaced by long paths #10245 2017-08-12 15:32:06 +08:00
Andreas Haas
bc034c1d4d
ProjectManager: Show error dialog if unable to run project. 2017-08-07 23:47:43 +02:00
Bojidar Marinov
7b7c7c8dc0
Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTER
Closes #7695
2017-08-06 16:26:07 +03:00
Juan Linietsky
6760783b94 Revert "Tweak command-line arguments to make them more UNIX-like" 2017-08-02 15:39:04 -03:00
Hugo Locurcio
b9a7997945 Tweak command-line arguments to make them more UNIX-like
Also improves the command-line help text readability.
2017-08-02 09:33:40 +02:00
Pedro J. Estébanez
1619aabfe1 Fix mutating project.godot
Namely:
- comment block lost on first save;
- config_version doubled as 3 and null on second save;
- format change on first save.
2017-07-26 16:13:38 +02:00
Quinn Yo
5c62304b78 updated project manager to use new project.godot values 2017-07-21 15:25:22 +10:00
Poommetee Ketson
5a9eb5ef58 Include Git hash in the engine 2017-07-11 15:57:52 +07:00
Nuno Donato
9fd41416a9 Automatically open new project after creating it in project manager.
Fixes #9075
2017-06-07 22:50:24 +01:00
toger5
c33eff4bf9 project manager, fixed siing of sort button 2017-06-04 13:54:19 -07:00
Juan Linietsky
bb20f230ad -Added .hdr format support
-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-28 21:48:05 -03:00
Juan Linietsky
5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Juan Linietsky
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Rémi Verschelde
7ce8342ac5 Rename project file to "project.godot"
Slimmed down variant from the reverted #8375.
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).

This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).

Closes #6915.
2017-05-01 17:50:19 +02:00
Juan Linietsky
6d2f985db4 Revert "Use .godot as file extension for project files." 2017-04-29 17:56:51 +02:00
Rémi Verschelde
515f92d03b Fix property warnings and hide some debug prints
"ALL IS GOOD" was a lie.

In particular, removes verbose "path not recognized" false positive.

The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
2017-04-23 11:17:32 +02:00
Rémi Verschelde
b474646de0 i18n: Add more assetlib strings to translate
Fixes #8463.
2017-04-20 14:52:46 +02:00
Andreas Haas
c06a2db63a
Use .godot as file extension for project files.
Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot.
Also godot will automatically start the editor now if launched with a project file as an argument.
This allows for double-clicking of projects to open them :)

Code-wise this should be complete, but there's still work to do:

- Make a nice icon for godot projects.
- Work on installers/packaging -> register the extension and icon with godot.
- Update the 2.1 to 3.0 exporter.

Tested on linux and windows so far.
2017-04-16 10:19:07 +02:00
Sergey Pusnei
8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
c103f32ea3 Only assume HiDPI mode if DPI >= 192 and width > 2000
Also fix detection of single-column dock if width < 1200,
it only worked with hidpi_mode=auto.
2017-03-24 18:04:57 +01:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00
Renamed from tools/editor/project_manager.cpp (Browse further)