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path: root/editor/dependency_editor.cpp
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2022-02-14Remove most EditorNode constructor parameters and fieldstrollodel
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-04String: Add contains().Anilforextra
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-06Fix bad popups offset in editor with single window offjmb462
Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com> Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2021-11-22Added `reset_size` method to `Control` and `Window` classesYuri Roubinsky
2021-09-30Use range iterators for `Map`Lightning_A
2021-08-02Dependency editor: Edit message about move to trashRémi Verschelde
Fixes #47106.
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-24Merge pull request #50786 from reduz/implement-resource-uidsRémi Verschelde
Implement Resource UIDs
2021-07-24Implement Resource UIDsreduz
* Most resource types now have unique identifiers. * Applies to text, binary and imported resources. * File formats reference both by text and UID (when available). UID always has priority. * Resource UIDs are 64 bits for better compatibility with the engine. * Can be represented and used textually, example `uuid://dapwmgsmnl28u`. * A special binary cache file is used and exported, containing the mappings. Example of how it looks: ```GDScript [gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"] [ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"] ``` GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files. This will be reserved for future PRs.
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-13Add header theme type variations to labelskobewi
2021-07-04Clean up Treereduz
Fixes some problems introduced by #49917 * Tree used minimum size as a stretch ratio, so it forced a minimum size of 1. * Minimum size redone, stretch ratio moved to a separate setting * Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired. * Added a clip content option for situations where fit to contents does not apply. * Icon would scroll with the item, making it invislbe if the item is too long. * Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
2021-06-28Implement Tree's internal minimum width calculationGilles Roudière
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-05-17Improve TreeItem API and allow to move nodestrollodel
2021-03-21Rename Array.invert() to Array.reverse()Marcel Admiraal
Does the same internally for List and Vector<>, which includes all PackedArray types.
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
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 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-14Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal
Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-02Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut
2020-11-16Merge pull request #41263 from Calinou/filesystem-dock-rename-delete-optionRémi Verschelde
Rename the "Delete" option in the FileSystem dock to "Move to Trash"
2020-11-06Refactored Variant Operators.reduz
-Using classes to call and a table -For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
2020-08-14Rename the "Delete" option in the FileSystem dock to "Move to Trash"Hugo Locurcio
It actually moves files to the system trash instead of removing them completely.
2020-07-14Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen
resource depency dialogs).
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: 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
2020-03-17Style: 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 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.)
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
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
2020-01-01Update 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
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-10-12Fix the dependency error dialog being too small on hiDPI displaysHugo Locurcio
This closes #32770.
2019-07-06Improve localizationSayan Nandan
This commit improves localization and clarifies that once removed, the file cannot be restored
2019-06-15Minor enhancements to the dependency editorMichael Alexsander Silva Dias
2019-06-06Add tooltip for the dependencies buttons in the orphan explorer dialogMichael Alexsander Silva Dias
2019-04-30Merge pull request #27707 from Calinou/tweak-message-wordingRémi Verschelde
Improve wording of various messages and make casing more consistent
2019-04-21Improve wording of various messages and make casing more consistentHugo Locurcio
This also adds the number of selected projects to the confirmation dialog that appears before removing projects.
2019-04-05Allow default audio bus layout modificationlupoDharkael
2019-03-16Fix deleting properties after deleting filesqarmin
2019-02-20Fix error when deleting default environmentqarmin