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path: root/editor/connections_dialog.h
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2023-02-06Improve Connect Dialog navigationkobewi
2023-01-29Improve Connection Dialog method listkobewi
2023-01-26Merge pull request #71883 from MinusKube/script-editor-members-real-bugRémi Verschelde
Remove coupling between ConnectDialog and selected signal
2023-01-26Remove coupling between ConnectDialog and selected signalMinusKube
2023-01-26Connection dialog tweakskobewi
2023-01-24Add method picker to signal connect dialogkobewi
Co-authored-by: Sam Pengilly <sam.pengilly@gmail.com>
2023-01-05One Copyright Update to rule them allRémi Verschelde
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".
2022-11-02Fix crash in connection dialogkobewi
2022-10-14Merge pull request #66665 from Mickeon/editor-do-not-edit-inherited-signalsRémi Verschelde
Do not allow editing Scene-inherited signal connections
2022-10-13Do not allow editing Scene-inherited signal connectionsMicky
Inherited connections are also highlighted with the warning color in the Node dock.
2022-10-09Add Editor Setting for default name when connecting signal to selfMicky
2022-09-25Remember advanced state of connection dialogkobewi
2022-09-01Rename AnimatedTexture `oneshot` to `one_shot`Micky
AnimatedTexture.`oneshot` -> `one_shot` For consistency. Every other exposed `one_shot` is spaced out like this.
2022-08-26Merge pull request #64573 from KoBeWi/signal_name_plagiarismRémi Verschelde
Add "Copy Name" option to signal menu
2022-08-22Add per-scene UndoRedokobewi
2022-08-18Add "Copy Name" option to signal menukobewi
2022-07-29Remove Signal connect bindsJuan Linietsky
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
2022-05-21Add the button pressed to some signals in Treetrollodel
2022-05-16Replace most uses of Map by HashMapreduz
* 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!
2022-05-02Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
2022-04-04Zero initialize all pointer class and struct membersRémi Verschelde
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
2022-03-29Fix Callable::bind usage in connections_dialog.h and packed_scene.cppC.Even
* Callable::bind takes an array of pointers to Variant * Fixes #57057
2022-02-15Editor: Cleanup some includes dependenciesRémi Verschelde
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.
2022-02-14Remove most EditorNode constructor parameters and fieldstrollodel
2022-01-12Merge pull request #56492 from akien-mga/remove-author-docstringsRémi Verschelde
2022-01-04Style: Remove inconsistently used `@author` docstringsRémi Verschelde
Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
2022-01-04Add Default Callback Name editor settingDanil Alexeev
Adds the "interface/editors/default_signal_callback_name" editor setting, which allows you to specify the format of the default callback name in the Signal Connection Dialog.
2022-01-04Merge pull request #53313 from KoBeWi/debinded_konnektRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-10-04Add support for unbinding in connection dialogkobewi
2021-06-16Documentation search fixesGregory Basile
Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-08-08Added search box to signals dock.Eric M
Also made localised code changes for better documentation and readability.
2020-07-10Add override keywords.Marcel Admiraal
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
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.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
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`.
2020-02-28Signals: 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.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-16Fixes crash when pressing enter in ConnectDialog with nothing selectedHaoyu Qiu
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.
2020-01-14Prevent 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.
2019-07-02ConnectionsDock: 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.
2019-06-13Minor cleanup in connections dialog fileMichael Alexsander Silva Dias
2019-06-06Improve conections dialogMichael Alexsander Silva Dias
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
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!