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path: root/editor/create_dialog.cpp
AgeCommit message (Collapse)Author
2020-07-23Small naming and tooltip tweaksMichael Alexsander
2020-07-21Fix spelling & grammar in comments, docs, and messagesAndy Maloney
2020-07-06Fix editor crash when creating a custom resource from create dialogAndrii Doroshenko (Xrayez)
2020-07-03Improve Create Dialog search ranking and refactor calculation.Stijn Hinlopen
Code changes: - Improved search ranking with various features (position in type string, string length proportion, in favorite list, in recent list). - Recent items are now stored in an ItemList (no visual change). - Removed results that had a parent that matched the search term to improve clarity. Performance: - Reduce types to process upon opening the dialog (instead of every search change), reduces number of types by 4~5. - Clear arrays after closing dialog instead of keeping them. - Various other optimizations.
2020-06-19Remove ToolButton in favor of ButtonHugo Locurcio
ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-12Object: Add usage hint to instantiate Object properties in editorRémi Verschelde
Fixes #36372 as Path2D/Path3D's `curve` property no longer uses a Curve instance as default value, but instead it gets a (unique) default Curve instance when created through the editor (CreateDialog). ClassDB gets a sanity check to ensure that we don't do the same mistake for other properties in the future, but instead use the dedicated property usage hint. Fixes #36372. Fixes #36650. Supersedes #36644 and #36656. Co-authored-by: Thakee Nathees <thakeenathees@gmail.com> Co-authored-by: simpuid <utkarsh.email@yahoo.com>
2020-06-11Fix custom types in node list searchTomasz Chabora
2020-05-27Add fallback icons and make custom ones appear in the recent/favorites list ↵Michael Alexsander
in the "Create New" dialog
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
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
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Working multiple window support, including editorJuan Linietsky
2020-03-20i18n: Add support for translating the class referenceRémi Verschelde
- Parse `.po` files from `doc/translations/*.po` like already done with `editor/translations/*.po`. - Add logic to register a doc translation mapping in `TranslationServer` and `EditorSettings`. - Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`). Strings are automatically dedented and stripped of whitespace to ensure that they would match the translation catalog. - Use `DTR()` to translate relevant strings in `EditorHelp`, `EditorInspector`, `CreateDialog`, `ConnectionsDialog`. - Small simplification to `TranslationLoaderPO`, the path argument was not really meaningful.
2020-03-01Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
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.)
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-01-09Add ignoring of disabled recent and favorite classes in createPucklaMotzer09
2020-01-08Recent Nodes now respect Editor Profilesveryprofessionaldodo
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
2019-11-06Node create dialog filtering optimizationPouleyKetchoupp
Avoid loading the same scripts again and parse them when updating the node type tree.
2019-09-04Add overriden properties to the documentationBojidar Marinov
Fixes #31855
2019-08-29Fix selecting recent node in CreateDialogBhupendra Aole
If the node name matches exactly as the search, the node should be selected. This also fixes when the user clicks on recent nodes. Fixes #24044
2019-07-07Fixes minor issues found by static analyzerqarmin
2019-07-01Merge pull request #30126 from qarmin/remove_unnecessary_codeRémi Verschelde
Remove unnecessary code and add some error explanations
2019-07-01Remove unnecessary code and add some error explanationsqarmin
2019-06-26Better pre-selection of search result nodes in "Create New Node" dialog.Marcus Brummer
Also search for substrings in class types, not just subsequences. If for the current search term a substring has been found in a class type name, prefer the substring match over the subsequence. Fixes #26010
2019-06-12Merge pull request #29645 from YeldhamDev/create_dialog_reselectRémi Verschelde
Allow reselecting items in the "Favorites" and "Recent" lists in the create dialog
2019-06-12Fix error spam in create dialog when searching for nodes with some disabledMichael Alexsander Silva Dias
2019-06-09Allow reselecting items in the "Favorites" and "Recent" lists in the create ↵Michael Alexsander Silva Dias
dialog
2019-05-28Merge pull request #26487 from matzebond/masterRémi Verschelde
Auto-expand current node type when changing node type
2019-05-28Merge pull request #28454 from homer666/popup-centered-maxsizeRémi Verschelde
Add `popup_centered_clamped()` method to Popup
2019-05-24Auto-expand current node type when replace nodeMatthias Schmitt
2019-04-30Add Popup::popup_centered_clamped methodhomer666
- Also replace redundant duplicate code in editor dialogs with calls to popup_centered_clamped()
2019-04-12Force drawing guides in single-row Tree items in the editorMichael Alexsander Silva Dias
2019-04-08Add ability to edit editor feature profilesJuan Linietsky
Allows enabling/disabling parts of the editor and storing/loading profiles for that.
2019-03-09Allow class_name scripts to have nested inheritanceGeorge Marques
2019-03-06-Make tileset and meshlibrary edit in a separate inspector, fixes #26671Juan Linietsky
-Made relationship lines appear based on theme settings, not previous hack -Fix drawing of relationship lines (was broken) -Fix double initialization of theme settings
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-01-26Fixed Recent/Favorite in Create Node dialog not selecting right nodeDualMatrix
Fixes #6535
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-04Move "Dialog Bounds" from the Editor Settings to project's metadataMichael Alexsander Silva Dias
2018-11-19Add more places to hide guides if relationship lines are enabledMichael Alexsander Silva Dias
2018-10-04Deselect recents when selecting favorites and vice versa in Create Node.DualMatrix
Deselect recents when selecting favorites and vice versa in Create Node.
2018-09-19Fixed favorite nodes list not being savedDualMatrix
Fixed favorite nodes list not being saved
2018-09-14Refactor editor icon retrievalwillnationsdev