Commit graph

355 commits

Author SHA1 Message Date
reduz
b9b68b755c Improved Inspector Sub-Resource Editing
-Better margins
-Colors to delimit subresources better.
2021-02-12 09:31:47 -03:00
reduz
1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Aaron Franke
ee798c4f49
Move project-specific editor data into res://.godot/editor 2021-02-02 14:14:37 -05:00
Yuri Sizov
9d9d0f0bc9 Fix minimap capturing events and improve its theme
Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:07 +03:00
Rémi Verschelde
eba982b9a3
Merge pull request #45270 from Calinou/editor-tweak-font-hinting-hint
Tweak the "Auto" editor setting hints to be more indicative
2021-01-18 16:47:18 +01:00
Hugo Locurcio
57654508c9
Tweak the "Auto" editor setting hints to be more indicative
This affects the editor scale and font hinting settings which will now
display their automatically chosen value in parentheses.
2021-01-18 16:29:04 +01:00
Rémi Verschelde
688f4aebef
Merge pull request #32321 from Calinou/editor-disable-quit-confirmation
Remove the editor quit confirmation when there are no unsaved changes
2021-01-18 12:40:17 +01:00
Hugo Locurcio
38e1965af8
Tweak the Contextual Ligatures editor setting hint for consistency
Title Case is used for all enum values in Godot.
2021-01-18 03:00:42 +01:00
Hugo Locurcio
682640083e
Remove the editor quit confirmation
The editor will still ask for confirmation if the user is working
on unsaved scenes.
2021-01-06 19:43:08 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Hugo Locurcio
8221037be0
Add an editor setting for the 3D selection box color
A restart is required to apply the setting change.
2020-12-29 07:35:59 +01:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Pedro J. Estébanez
b7367ac426 Add animation reset track feature
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2020-12-20 12:45:08 +01:00
Hugo Locurcio
7ae487d2bb
Increase the default Camera Zfar to 4000
This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.

This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).

This change was also applied to the editor, but it will only
apply to newly created scenes.

This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
2020-12-19 14:52:44 +01:00
bruvzg
c1d261fdb0
[Complex Text Layouts] Add variable fonts support. 2020-12-13 18:43:39 +02:00
Rémi Verschelde
1a31274855
PVRTC: Move compress func to modules/pvr, drop obsolete PVRTexTool code
The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.

Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.

There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).

Fixes #28669.
2020-12-10 22:08:01 +01:00
Tomasz Chabora
2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
Rafał Mikrut
e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Hugo Locurcio
31cf3e2572
Use a power-of-two value for Primary Grid Steps in the 3D editor
This matches the 2D editor default behavior.

Powers of two are usually better for grid divisions as they are often
used in level design.
2020-11-21 21:35:23 +01:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Paulb23
c0da97d29c Remove breakpoints from editor settings 2020-09-10 20:35:28 +01:00
Paulb23
4d7df24d46 Add main_gutter (breakpoints, bookmarks, execution lines) to code_edit 2020-09-10 20:35:28 +01:00
Hugo Locurcio
3e0226515e
Rename ShortCut to Shortcut which is more grammatically correct
See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980.
2020-09-09 21:54:54 +02:00
Rémi Verschelde
be7601c94e
Merge pull request #41022 from qarmin/fixes_leak_with_creating_settings
Fixes leak with creating editor settings
2020-09-03 14:51:45 +02:00
bruvzg
03ffd6451a
Revert "[Windows] Attach to parent console instead of creating new one."
This reverts commit 4f7a49db53.
2020-08-17 19:05:48 +03:00
Hugo Locurcio
2c9d4ef961
Add an editor setting to invert 3D pan/orbit on the X axis
This also makes the invert Y axis option apply to 3D panning.

This closes #28082.
2020-08-15 13:18:57 +02:00
bruvzg
4f7a49db53
[Windows] Attach to parent console instead of creating new one. 2020-08-11 13:02:50 +03:00
Rafał Mikrut
599ccbb7d4 Fixes leak with creating editor settings 2020-08-04 16:08:06 +02:00
HaSa1002
5b51ae1c5d Add multiple programming language support to class reference 2020-07-23 15:19:09 +02:00
Paulb23
bc4cee4458 Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
2020-07-11 17:09:58 +01:00
Aaron Franke
8879625879
Dynamic infinite 3D grid
Well, infinite for all intents and purposes.
2020-05-22 19:43:59 -04:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00
1abinitio1
712a5aff1d Add option for editor freelook camera sensitivity 2020-04-29 09:36:29 +02:00
Hugo Locurcio
8a48fb3517
Add editor freelook navigation scheme settings
Depending on what one is trying to achieve, a different freelook mode
may be more desirable.

This closes #34034.
2020-04-18 16:24:12 +02:00
Rémi Verschelde
9abb415d92
Merge pull request #37391 from dreamsComeTrue/embedded-windows-mode
Expose 'Embedded Windows Mode' as Editor and Project Settings
2020-04-04 07:58:53 +02:00
Dominik 'dreamsComeTrue' Jasiński
7af84d7213 Expose 'Embedded Windows Mode' as Editor and Project Settings 2020-04-03 21:15:22 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky
9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky
f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +01:00
Rémi Verschelde
4857648a16 i18n: Add support for translating the class reference
- Parse `.po` files from `doc/translations/*.po` like already done
  with `editor/translations/*.po`.
- Add logic to register a doc translation mapping in `TranslationServer`
  and `EditorSettings`.
- Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`).
  Strings are automatically dedented and stripped of whitespace to ensure
  that they would match the translation catalog.
- Use `DTR()` to translate relevant strings in `EditorHelp`,
  `EditorInspector`, `CreateDialog`, `ConnectionsDialog`.
- Small simplification to `TranslationLoaderPO`, the path argument was
  not really meaningful.
2020-03-20 08:48:11 +01:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
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`.
2020-03-17 07:36:24 +01:00
Rémi Verschelde
e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Rémi Verschelde
2d904d2f80
Merge pull request #36232 from Calinou/add-soft-line-length-guideline
Add a soft line length guideline to the script editor
2020-02-27 21:10:42 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +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
Hugo Locurcio
3e4b508c3b
Add a soft line length guideline to the script editor
The default value is 80. The hard line length guideline's
default column has been moved to 100 to account for the new
soft line length guideline.

It can be disabled by setting its value to the same column as the
hard line length guideline.

This closes https://github.com/godotengine/godot-proposals/issues/347.
2020-02-15 03:02:40 +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
Marcel Admiraal
f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00