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path: root/editor/connections_dialog.cpp
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2020-02-28ConnectionsDock: Fix error when parsing CustomCallable connectionsRémi Verschelde
2020-02-28Signals: Port more uses of connect_compatRémi Verschelde
Those were problematic as they call a method of their parent class, but callable_mp does not allow that unless it's public. To solve it, we declare a local class that calls the parent class' method, which now needs to be protected to be accessible in the derived class.
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-26Don't show a copy of the property's name in the inspector's tooltip if ↵Michael Alexsander
there's no description
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- 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.
2020-02-21Added StringName as a variant type.Juan Linietsky
Also changed all relevant properties defined manually to StringName.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-16Fixes crash when pressing enter in ConnectDialog with nothing selectedHaoyu Qiu
2020-02-11Texture refactorJuan Linietsky
-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
2020-01-16Refactor (and fix) how the connect button is disabled.asynts
It should not be possible to click the "Connect" button unless - a node is selected, and - that node is valid in the current mode. The modes are the default and advanced modes which allow connecting to scripts and nodes respectively.
2020-01-16Merge pull request #35123 from asynts/asynts.crash-on-double-clickRémi Verschelde
Prevent crash described in #34555.
2020-01-15Don't close the connection dialog when the validation failed.asynts
Currently the connection dialog is closed when 1. no method name is specified, or 2. no script is attached and if the method name isn't a buildin. That's really annoying.
2020-01-14Prevent crash described in #34555.asynts
Normally it wouldn't be possible to click on the "Connect" button if no node is selected, because the button would be disabled. However, double clicking on a node is also hooked up to the same signal and double clicking is possible even if the "Connect" button is disabled. This caused a crash described in #34555.
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-12-24Cleans up headers included in editor_node.hHaoyu Qiu
2019-12-21Makes more editor strings translatableHaoyu Qiu
* "Add" button text in Groups Editor * "Receiver Method" in Connect Signal Dialog * "Play Mode" in Animation State Machine Editor * "Mesh Library" button text in Mesh Library editor plugin * Compose Array node button texts in Visual Script * Various button texts in TileSet Editor * Various Run Script errors
2019-10-15Add accept-dialog enter-key functionality to the Connect Dialog's Method ↵Jairo Honorio
textfield.
2019-09-25Format arguments in connections dialog in GDScript styleMichael Alexsander Silva Dias
2019-09-19Fix incorrect typing when creating methods via the connection dialogMichael Alexsander Silva Dias
2019-08-17Minor improvements to the Node dockMichael Alexsander Silva Dias
2019-07-02ConnectionsDock: Add tooltip with signal descriptionRémi Verschelde
Had to create a custom Tree to override `make_custom_control` for the rich text display, similar to EditorProperty. Fixes #30244.
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-13Check for inherited methods before attempting to create one when connecting ↵Michael Alexsander Silva Dias
a signal
2019-06-13Minor cleanup in connections dialog fileMichael Alexsander Silva Dias
2019-06-06Improve conections dialogMichael Alexsander Silva Dias
2019-04-29Merge pull request #28104 from homer666/connections-error-dialogRémi Verschelde
Update signal connections error dialog
2019-04-23Small fixes to connection dialogGuilherme Felipe
2019-04-17Update signal connections error dialoghomer666
2019-04-11Reorganized connection dialog for much improved ease of use.Juan Linietsky
-Removed dest path field -Added a "Source" signal -Added an "Advanced" button to hide complexity -Fix bug on Tree to make sure "ensure visible" works on hidden trees -Fix bug on TextEdit to ensure signals created with script not open sill focus the right line
2019-04-09Style: Apply new changes from clang-format 8.0Rémi Verschelde
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-09-16Automatically add extra args to func when creating it from create signal windowDualMatrix
Automatically add extra arguments to function when creating it from create signal window. They will be called extra_arg_1, extra_arg_2,...
2018-09-13Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde
Misc. typos
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
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.
2018-09-11Replace last occurrences of PropertyEditor by EditorInspectorRémi Verschelde
Updates the following plugins: - ConnectionsDialog - ScriptEditorDebugger - ItemListEditorPlugin Also drop now unnecessary compatibility methods.
2018-08-29Fix vformat(), minor typos and word puzzlesYuri Chornoivan
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-20Use type hints to improve completionGeorge Marques
- Allow type hints to be completed. - Use type information to infer completion candidates. - Show typed function signature in tooltip. - Add type hints when completing declaration from virtual functions (optional).
2018-07-13fixed connection dialog's creation of script functions.Ibrahn Sahir
Was accessing deleted objects to find the argument list. Reordered things to get the arg list before deletion.
2018-04-29Added disconnect_all and edit functionality to ConnectionsDock.Eoin O'Neill
Refactor: Changed function order so header and source are in sync, renamed functions and members to be more clear. Replaced pointers with references where appropriate.
2018-04-29Added connection editing. Some refactoring.Eoin O'Neill
2018-04-29Basic context menu added to connections docker w/ code cleanup.Eoin O'Neill
2018-04-22Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-12Enhance undoredo action name, TTR, cleanupPoommetee Ketson
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.