Commit graph

43 commits

Author SHA1 Message Date
Hugo Locurcio
57f52092c3
Add Ctrl + R keyboard shortcut to restart particle emission in the editor
Restarting particle animation frequently is often done in the VFX
tweaking process.

This shortcut is available for both GPUParticles and CPUParticles,
in 2D and 3D.
2024-05-22 18:42:04 +02:00
kobewi
c1cce6bb69 Fix undo action names for node replacement 2024-03-03 19:09:25 +01:00
Hugo Locurcio
c6a16b176e
Only allow MeshInstance3D-based nodes in particles emission shape node selector
This applies to both GPUParticles3D and CPUParticles3D, as
CPUParticles3DEditor inherits from GPUParticles3DEditorBase.
2023-11-19 11:22:51 +01:00
kobewi
6de34fde27 Add EditorStringNames singleton 2023-09-03 19:58:18 +02:00
Yuri Sizov
e4b8dc81b8 Merge pull request #78300 from ajreckof/fix-replace-node-destroying-Node-properties
Auto-update properties when replacing a node
2023-08-03 22:37:40 +02:00
ajreckof
4da9927faf Fix replace node deleting Node properties.
Update editor/scene_tree_dock.cpp

Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-08-03 18:38:24 +02:00
Hendrik Brucker
7e21eb7e00 Extract and reorganize texture resource classes 2023-07-14 20:04:21 +02:00
kobewi
b58111588a Add EditorUndoRedoManager singleton 2023-01-16 01:11:52 +01:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
trollodel
c90d0bd84f Use forward-declarations in big editor classes 2022-11-29 09:59:43 +01:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Yuri Sizov
1459507ed2 Rename EditorInterface.get_editor_main_control to get_editor_main_screen 2022-09-07 03:01:58 +03:00
Micky
723bf85145 Rename ParticlesMaterial to ParticleProcessMaterial
Also affects their file names, related classes and documentation.
2022-08-26 02:53:08 +02:00
kobewi
ece3df3938 Add per-scene UndoRedo 2022-08-22 18:05:10 +02:00
Rémi Verschelde
b942c1ffe3
Merge pull request #62827 from fire-forge/ok-cancel
Add `ok_button_text` to AcceptDialog and `cancel_button_text` to ConfirmationDialog
2022-07-13 14:10:38 +02:00
FireForge
e4067064ce Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialog 2022-07-09 10:47:08 -05:00
kobewi
d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
Rémi Verschelde
c8ce7e34e2 i18n: Misc fixes translation strings
Adds some translator comments to solve some questions raised on Weblate.
2022-06-08 12:57:54 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
bruvzg
de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
reduz
6f51eca1e3 Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.

Most classes that make sense have been converted. Missing:

* Physics servers
* VideoStream
* Script* classes.

which will go in a separate PR due to the complexity involved.
2022-03-10 12:28:11 +01:00
megalobyte
8824b6c5e9 Update if == NOTIFICATION_* to switch statements to match coding style 2022-02-16 08:44:37 -05:00
trollodel
05b56f316d Remove most EditorNode constructor parameters and fields 2022-02-14 14:16:24 +01:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
trollodel
aa1102fc53 Store panels and docks singletons in their own classes 2022-01-20 20:13:26 +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
John Wigg
ed5f6cc351
Fix GPUParticle3D emission point generation
`emission_point_texture` is now correctly created from an image containing the emission points.
2021-09-24 23:11:10 +02:00
Hugo Locurcio
1bd214258e
Improve visibility rect/AABB generation usability in GPUParticles
- Don't display the time dialog if the automatically calculated
  generation time is short enough.
- Clarify the purpose of waiting in the progress dialog.
2021-08-16 05:56:07 +02:00
Aaron Franke
84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Rémi Verschelde
8247667a3e
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
reduz
083aa9b95e Refactor Process Mode
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.
2021-02-18 20:39:55 -03:00
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
Rémi Verschelde
44357ddc28
Editor: Fix invalid use of Node::get_viewport() after rename of EditorNode::get_viewport()
Fixes #44761, was a regression from #44524.

The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport()
(which was a bug in itself, fixed by #44524), so once it was renamed the existing code
relying on it fell back to the now available Node::get_viewport().
This might bite some thirdparty modules too.
2020-12-28 19:51:39 +01:00
Marcel Admiraal
8509c8c8fc Rename AcceptDialog get_ok() to get_ok_button()
Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-14 18:43:52 +00:00
Stijn Hinlopen
526e060b73 Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and resource depency dialogs). 2020-07-14 14:35:22 +02:00
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
Nico Mitchell
7211ad73bc Remove separators from particles menus 2020-04-12 22:15:20 -04:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde
d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00
Renamed from editor/plugins/particles_editor_plugin.cpp (Browse further)