diff options
-rw-r--r-- | doc/classes/Dictionary.xml | 2 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 3 | ||||
-rw-r--r-- | editor/plugins/script_editor_plugin.cpp | 22 | ||||
-rw-r--r-- | editor/plugins/script_editor_plugin.h | 1 | ||||
-rw-r--r-- | scene/gui/tab_container.cpp | 2 |
5 files changed, 24 insertions, 6 deletions
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index f47649363e..b6b17d03fb 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -47,7 +47,7 @@ <argument index="0" name="key" type="Variant"> </argument> <description> - Erase a dictionary key/value pair by key. Do not erase elements while iterating over the dictionary. + Erase a dictionary key/value pair by key. Returns [code]true[/code] if the given key was present in the dictionary, [code]false[/code] otherwise. Do not erase elements while iterating over the dictionary. </description> </method> <method name="get"> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 16ee1a444c..9a1802b515 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -7,7 +7,8 @@ This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties. A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic. [b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. - If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator]. + Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime. + If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See [member custom_integrator]. </description> <tutorials> </tutorials> diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp index 0982da784f..92579e5cef 100644 --- a/editor/plugins/script_editor_plugin.cpp +++ b/editor/plugins/script_editor_plugin.cpp @@ -603,6 +603,8 @@ void ScriptEditor::_close_tab(int p_idx, bool p_save, bool p_history_back) { idx = history[history_pos].control->get_index(); } tab_container->set_current_tab(idx); + } else { + _update_selected_editor_menu(); } _update_history_arrows(); @@ -1002,6 +1004,9 @@ void ScriptEditor::_menu_option(int p_option) { save_all_scripts(); } break; + case SEARCH_IN_FILES: { + _on_find_in_files_requested(""); + } break; case SEARCH_HELP: { help_search_dialog->popup_dialog(); @@ -2694,10 +2699,22 @@ void ScriptEditor::_update_selected_editor_menu() { } EditorHelp *eh = Object::cast_to<EditorHelp>(tab_container->get_current_tab_control()); + script_search_menu->get_popup()->clear(); if (eh) { + + script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find..."), KEY_MASK_CMD | KEY_F), HELP_SEARCH_FIND); + script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), HELP_SEARCH_FIND_NEXT); + script_search_menu->get_popup()->add_separator(); + script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_in_files", TTR("Find in Files"), KEY_MASK_CMD | KEY_MASK_SHIFT | KEY_F), SEARCH_IN_FILES); script_search_menu->show(); } else { - script_search_menu->hide(); + + if (tab_container->get_child_count() == 0) { + script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_in_files", TTR("Find in Files"), KEY_MASK_CMD | KEY_MASK_SHIFT | KEY_F), SEARCH_IN_FILES); + script_search_menu->show(); + } else { + script_search_menu->hide(); + } } } @@ -3109,10 +3126,7 @@ ScriptEditor::ScriptEditor(EditorNode *p_editor) { script_search_menu->set_text(TTR("Search")); script_search_menu->set_switch_on_hover(true); script_search_menu->get_popup()->set_hide_on_window_lose_focus(true); - script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find..."), KEY_MASK_CMD | KEY_F), HELP_SEARCH_FIND); - script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), HELP_SEARCH_FIND_NEXT); script_search_menu->get_popup()->connect("id_pressed", this, "_menu_option"); - script_search_menu->hide(); debug_menu = memnew(MenuButton); menu_hb->add_child(debug_menu); diff --git a/editor/plugins/script_editor_plugin.h b/editor/plugins/script_editor_plugin.h index a17fed1e06..683fa881f8 100644 --- a/editor/plugins/script_editor_plugin.h +++ b/editor/plugins/script_editor_plugin.h @@ -157,6 +157,7 @@ class ScriptEditor : public PanelContainer { DEBUG_SHOW, DEBUG_SHOW_KEEP_OPEN, DEBUG_WITH_EXTERNAL_EDITOR, + SEARCH_IN_FILES, SEARCH_HELP, SEARCH_WEBSITE, REQUEST_DOCS, diff --git a/scene/gui/tab_container.cpp b/scene/gui/tab_container.cpp index 6997c2809c..27906e52c9 100644 --- a/scene/gui/tab_container.cpp +++ b/scene/gui/tab_container.cpp @@ -732,6 +732,7 @@ void TabContainer::set_tab_title(int p_tab, const String &p_title) { Control *child = _get_tab(p_tab); ERR_FAIL_COND(!child); child->set_meta("_tab_name", p_title); + update(); } String TabContainer::get_tab_title(int p_tab) const { @@ -749,6 +750,7 @@ void TabContainer::set_tab_icon(int p_tab, const Ref<Texture> &p_icon) { Control *child = _get_tab(p_tab); ERR_FAIL_COND(!child); child->set_meta("_tab_icon", p_icon); + update(); } Ref<Texture> TabContainer::get_tab_icon(int p_tab) const { |