Commit graph

60 commits

Author SHA1 Message Date
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Hendrik Brucker
314430b868 Cleanup EditorNode and EditorData
Co-authored-by: Eric M <itsjusteza@gmail.com>
2022-03-30 20:12:26 +02:00
Aaron Franke
918b09cabc
Initialize bools in the headers in editor 2022-03-12 13:34:06 -06:00
Rémi Verschelde
11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00
Rémi Verschelde
0154ce2c8d
Merge pull request #43015 from Xrayez/refactor-auto-instaprop
Refactor auto-instantiation of `Object` properties in editor
2022-02-08 08:57:29 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Andrii Doroshenko (Xrayez)
7a8b11ee14 Refactor auto-instantiation of Object properties in editor
Auto-instantiation is used by the create dialog, but should also be
used by the editor inspector.

This refactors object properties auto-instantiation into a dedicated
method to be reused throughout editor (and possibly scripting).
2021-12-28 15:50:44 +02:00
Marcel Admiraal
87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
Gilles Roudière
4bd7700e89 Implement properties arrays in the Inspector. 2021-09-07 09:51:28 +02:00
Rémi Verschelde
4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Gilles Roudière
b46672db72 Provide a way to hook into Inspectors UndoRedo. 2021-05-04 09:55:22 +02:00
Hugo Locurcio
218d124755
Display scene file extensions in the editor only if there's ambiguity
This also simplifies the Editor Settings as the extension is now
automatically shown to avoid ambiguity.
2021-03-20 20:38:18 +01:00
Rémi Verschelde
b1c60c757f
Merge pull request #31747 from KoBeWi/scene_stalking
Detect external modification of scenes
2021-02-10 14:31:29 +01:00
kobewi
c390c82014 Detect external modification of project.godot 2021-02-09 14:44:44 +01:00
Rémi Verschelde
e856c5593b
Merge pull request #43222 from KoBeWi/sub_editor_oblivion
Remove unused get_subeditor() method
2021-01-29 12:28:55 +01:00
Tomasz Chabora
412125f191 Detect external modification of scenes 2021-01-16 23:33:04 +01:00
Pedro J. Estébanez
6fbe0a494b Fix cases of resources destroyed too early 2021-01-06 23:40:50 +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
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
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
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
Tomasz Chabora
16af326a46 Remove unused get_subeditor() method 2020-10-30 22:23:08 +01:00
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
Juan Linietsky
f8ef38efed Add proper type to most public API uses of Array 2020-04-21 12:16:45 -03:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
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
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
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
Rémi Verschelde
99cc4d246f
Merge pull request #33343 from KoBeWi/scene_tree_dusting
Another scene tree dock menu cleanup
2019-11-07 15:17:14 +01:00
PouleyKetchoupp
fb9ff92c29 Node create dialog filtering optimization
Avoid loading the same scripts again and parse them when updating the node type tree.
2019-11-06 17:21:14 +01:00
Tomasz Chabora
4ed2abb0bf Another scene tree dock menu cleanup 2019-11-04 16:45:16 +01:00
Tomasz Chabora
cedee8281b Allow to create scene from FileSystem dock 2019-08-15 19:47:21 +02:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
willnationsdev
5436abefe4 Refactor editor icon retrieval 2018-09-14 09:27:56 -05:00
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
Will Nations
6d9cc032e7 Add custom icons to script classes. 2018-08-14 14:18:05 -05:00
Will Nations
3de15363ab Add script hierarchies,add-script btn auto-derives 2018-07-25 15:18:45 -05:00
Juan Linietsky
0a1c1c660f -Added AnimationGraphPlayer (still missing features)
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
2018-06-18 22:12:08 -03:00
Max Hilbrunner
8a9e7ab6a6
Merge pull request #15489 from willnationsdev/gdnative-hook
Add EditorPlugin.build() build callbacks
2018-05-26 19:01:45 +02:00
Rémi Verschelde
64cb61619a
Merge pull request #15928 from StateOff/feature_batch_rename
Implements "Batch Rename" editor tool.
2018-05-08 07:36:24 +02:00
Max Hilbrunner
d4cdee5f9e
Merge pull request #15640 from willnationsdev/resource-saved-signal
Added EditorPlugin 'resource_saved' signal
2018-05-07 15:07:32 +02:00
MrCdK
97e77688bb Now the inspector will show the custom resources added via plugin 2018-02-25 01:41:26 +01:00
Will Nations
80595ba92b Added EditorPlugin 'resource_saved' signal 2018-01-31 09:06:09 -06:00
Blazej Floch
e58b10c883 Implements "Batch Rename" editor tool. 2018-01-22 00:43:19 -05:00
Will Nations
732a877b21 Add EditorPlugin.build() build callbacks 2018-01-08 13:02:47 -06:00
Blazej Floch
9d3eb3d2b0 Fixes #15416 - "The deleted nodes are hanging in the inspector." 2018-01-08 03:12:41 -05:00
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
Rémi Verschelde
99eb394a5f
Merge pull request #14802 from volzhs/selection-changed
Fix "selection_changed" called twice
2018-01-04 15:02:47 +01:00