diff options
-rw-r--r-- | doc/classes/Texture2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/TextureLayered.xml | 2 | ||||
-rw-r--r-- | editor/connections_dialog.cpp | 16 | ||||
-rw-r--r-- | editor/connections_dialog.h | 1 | ||||
-rw-r--r-- | misc/dist/shell/godot.fish | 91 | ||||
-rw-r--r-- | scene/resources/texture.h | 4 |
6 files changed, 99 insertions, 17 deletions
diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml index 2ccb469eb1..63cdb0d90a 100644 --- a/doc/classes/Texture2D.xml +++ b/doc/classes/Texture2D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Texture2D" inherits="Resource" version="4.0"> +<class name="Texture2D" inherits="Texture" version="4.0"> <brief_description> Texture for 2D and 3D. </brief_description> diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml index f9ecdb02f0..66e5b69ab4 100644 --- a/doc/classes/TextureLayered.xml +++ b/doc/classes/TextureLayered.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="TextureLayered" inherits="Resource" version="4.0"> +<class name="TextureLayered" inherits="Texture" version="4.0"> <brief_description> Base class for 3D texture types. </brief_description> diff --git a/editor/connections_dialog.cpp b/editor/connections_dialog.cpp index 7e283bb27f..deabb06e1a 100644 --- a/editor/connections_dialog.cpp +++ b/editor/connections_dialog.cpp @@ -119,6 +119,9 @@ void ConnectDialog::ok_pressed() { return; } Node *target = tree->get_selected(); + if (!target) { + return; // Nothing selected in the tree, not an error. + } if (target->get_script().is_null()) { if (!target->has_method(dst_method->get_text())) { error->set_text(TTR("Target method not found. Specify a valid method or attach a script to the target node.")); @@ -150,16 +153,6 @@ void ConnectDialog::_tree_node_selected() { } /* - * Called each time a target node is activated within the target node tree. - */ -void ConnectDialog::_tree_item_activated() { - - if (!get_ok()->is_disabled()) { - get_ok()->emit_signal("pressed"); - } -} - -/* * Adds a new parameter bind to connection. */ void ConnectDialog::_add_bind() { @@ -243,7 +236,6 @@ void ConnectDialog::_bind_methods() { ClassDB::bind_method("_advanced_pressed", &ConnectDialog::_advanced_pressed); ClassDB::bind_method("_cancel", &ConnectDialog::_cancel_pressed); ClassDB::bind_method("_tree_node_selected", &ConnectDialog::_tree_node_selected); - ClassDB::bind_method("_tree_item_activated", &ConnectDialog::_tree_item_activated); ClassDB::bind_method("_add_bind", &ConnectDialog::_add_bind); ClassDB::bind_method("_remove_bind", &ConnectDialog::_remove_bind); ClassDB::bind_method("_update_ok_enabled", &ConnectDialog::_update_ok_enabled); @@ -397,7 +389,7 @@ ConnectDialog::ConnectDialog() { tree = memnew(SceneTreeEditor(false)); tree->set_connecting_signal(true); - tree->get_scene_tree()->connect("item_activated", this, "_tree_item_activated"); + tree->get_scene_tree()->connect("item_activated", this, "_ok"); tree->connect("node_selected", this, "_tree_node_selected"); tree->set_connect_to_script_mode(true); diff --git a/editor/connections_dialog.h b/editor/connections_dialog.h index c30413953a..7e39d7d904 100644 --- a/editor/connections_dialog.h +++ b/editor/connections_dialog.h @@ -76,7 +76,6 @@ class ConnectDialog : public ConfirmationDialog { void ok_pressed(); void _cancel_pressed(); void _tree_node_selected(); - void _tree_item_activated(); void _add_bind(); void _remove_bind(); void _advanced_pressed(); diff --git a/misc/dist/shell/godot.fish b/misc/dist/shell/godot.fish new file mode 100644 index 0000000000..3cffcfa3b8 --- /dev/null +++ b/misc/dist/shell/godot.fish @@ -0,0 +1,91 @@ +# Fish completion for the Godot editor +# To use it, install this file in `~/.config/fish/completions` then restart your shell. +# You can also `source` this file directly in your shell startup file. +# +# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. +# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). +# +# Permission is hereby granted, free of charge, to any person obtaining a copy +# of this software and associated documentation files (the "Software"), to deal +# in the Software without restriction, including without limitation the rights +# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +# copies of the Software, and to permit persons to whom the Software is +# furnished to do so, subject to the following conditions: +# +# The above copyright notice and this permission notice shall be included in all +# copies or substantial portions of the Software. +# +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +# SOFTWARE. + +function godot_video_driver_args + # Use a function instead of a fixed string to customize the argument descriptions. + echo -e "Vulkan\tVulkan renderer" + echo -e "GLES2\tOpenGL ES 2.0 renderer" +end + +# Erase existing completions for Godot. +complete -c godot -e + +# General options: +complete -c godot -s h -l help -d "Display the full help message" +complete -c godot -l version -d "Display the version string" +complete -c godot -s v -l verbose -d "Use verbose stdout mode" +complete -c godot -l quiet -d "Quiet mode, silences stdout messages (errors are still displayed)" + +# Run options: +complete -c godot -s e -l editor -d "Start the editor instead of running the scene" +complete -c godot -s p -l project-manager -d "Start the project manager, even if a project is auto-detected" +complete -c godot -s q -l quit -d "Quit after the first iteration" +complete -c godot -s l -l language -d "Use a specific locale (<locale> being a two-letter code)" -x +complete -c godot -l path -d "Path to a project (<directory> must contain a 'project.godot' file)" -r +complete -c godot -s u -l upwards -d "Scan folders upwards for project.godot file" +complete -c godot -l main-pack -d "Path to a pack (.pck) file to load" -r +complete -c godot -l render-thread -d "Set the render thread mode" -x -a "unsafe safe separate" +complete -c godot -l remote-fs -d "Use a remote filesystem (<host/IP>[:<port>] address)" -x +complete -c godot -l remote-fs-password -d "Password for remote filesystem" -x +complete -c godot -l audio-driver -d "Set the audio driver" -x +complete -c godot -l video-driver -d "Set the video driver" -x -a "(godot_video_driver_args)" + +# Display options: +complete -c godot -s f -l fullscreen -d "Request fullscreen mode" +complete -c godot -s m -l maximized -d "Request a maximized window" +complete -c godot -s w -l windowed -d "Request windowed mode" +complete -c godot -s t -l always-on-top -d "Request an always-on-top window" +complete -c godot -l resolution -d "Request window resolution" -x +complete -c godot -l position -d "Request window position" -x +complete -c godot -l low-dpi -d "Force low-DPI mode (macOS and Windows only)" +complete -c godot -l no-window -d "Disable window creation (Windows only), useful together with --script" +complete -c godot -l enable-vsync-via-compositor -d "When Vsync is enabled, Vsync via the OS' window compositor (Windows only)" +complete -c godot -l disable-vsync-via-compositor -d "Disable Vsync via the OS' window compositor (Windows only)" + +# Debug options: +complete -c godot -s d -l debug -d "Debug (local stdout debugger)" +complete -c godot -s b -l breakpoints -d "Specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)" -x +complete -c godot -l profiling -d "Enable profiling in the script debugger" +complete -c godot -l remote-debug -d "Enable remote debugging" +complete -c godot -l debug-collisions -d "Show collision shapes when running the scene" +complete -c godot -l debug-navigation -d "Show navigation polygons when running the scene" +complete -c godot -l frame-delay -d "Simulate high CPU load (delay each frame by the given number of milliseconds)" -x +complete -c godot -l time-scale -d "Force time scale (higher values are faster, 1.0 is normal speed)" -x +complete -c godot -l disable-render-loop -d "Disable render loop so rendering only occurs when called explicitly from script" +complete -c godot -l disable-crash-handler -d "Disable crash handler when supported by the platform code" +complete -c godot -l fixed-fps -d "Force a fixed number of frames per second (this setting disables real-time synchronization)" -x +complete -c godot -l print-fps -d "Print the frames per second to the stdout" + +# Standalone tools: +complete -c godot -s s -l script -d "Run a script" -r +complete -c godot -l check-only -d "Only parse for errors and quit (use with --script)" +complete -c godot -l export -d "Export the project using the given preset and matching release template" -x +complete -c godot -l export-debug -d "Same as --export, but using the debug template" -x +complete -c godot -l export-pack -d "Same as --export, but only export the game pack for the given preset" -x +complete -c godot -l doctool -d "Dump the engine API reference to the given path in XML format, merging if existing files are found" -r +complete -c godot -l no-docbase -d "Disallow dumping the base types (used with --doctool)" +complete -c godot -l build-solutions -d "Build the scripting solutions (e.g. for C# projects)" +complete -c godot -l gdnative-generate-json-api -d "Generate JSON dump of the Godot API for GDNative bindings" +complete -c godot -l test -d "Run a unit test" -x diff --git a/scene/resources/texture.h b/scene/resources/texture.h index b42b770903..cd8576539b 100644 --- a/scene/resources/texture.h +++ b/scene/resources/texture.h @@ -52,7 +52,7 @@ public: class Texture2D : public Texture { - GDCLASS(Texture2D, Resource); + GDCLASS(Texture2D, Texture); OBJ_SAVE_TYPE(Texture2D); // Saves derived classes with common type so they can be interchanged. protected: @@ -350,7 +350,7 @@ public: class TextureLayered : public Texture { - GDCLASS(TextureLayered, Resource); + GDCLASS(TextureLayered, Texture); VS::TextureLayeredType layered_type; |