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path: root/editor/editor_file_dialog.cpp
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2020-03-04Merge pull request #36069 from RandomShaper/imvu/improve_drives_uxRémi Verschelde
Improve UX of drive letters
2020-03-04Merge pull request #36699 from dreamsComeTrue/fix-extension-file-dialogRémi Verschelde
Take correct part of extension with File Dialog
2020-03-03Double click on a folder didn't open it (editor)Gil Arasa Verge
Same behavior as #36684. Removed by mistake in #36426. Fixes #36757.
2020-03-03Improve UX of drive lettersPedro J. Estébanez
Namely, move the drive dropdown to just the left of the path text box and don't include the former in the latter. This improves the UX on Windows. In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its dropdown is kept at the original location.
2020-03-01Take correct part of extension with File DialogDominik 'dreamsComeTrue' Jasiński
Fixes #36697
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.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
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.
2019-12-16Fixed issues with using a relative path in the export window.Catchawink
Before this fix, opening relative export paths inside of an EditorFileDialog was not possible. This was fixed by modifying String::path_to_file() to save relative paths in EditorExportPreset::set_export_path() more appropriately and changing EditorFileDialog::set_current_dir() to open relative paths.
2019-12-06Add spaces after commas and strip extra ones in *FileDialog filter menuMichael Alexsander
2019-12-06Remove extra spaces from parenthesis in *FileDialog's filter menuMichael Alexsander
2019-10-29Merge pull request #33091 from MCrafterzz/fix10567Rémi Verschelde
Improved project creation UX
2019-10-29Improved UX of selecting directories in (Editor)FileDialog by hiding unused ↵MCrafterzz
gui elements and moving the drive selection
2019-10-24Scroll back to the top after opening a directory in FileDialogHugo Locurcio
This also changes the behavior in EditorFileDialog. This closes #26041.
2019-09-26Create new folder from save dialog now update filesystem dock.dankan1890
Fix #32167.
2019-08-21Rename FileDialog's folder icon custom color to `folder_icon_modulate`Hugo Locurcio
The custom color introduced in be8d569744e4eed9acb313d355d96e6989e92087 had the same name as the "folder" icon, which could cause conflicts in the generated documentation. The new name is also more self-explanatory.
2019-08-20Use a different color for folder icons in file dialogsHugo Locurcio
This makes them easier to distinguish from files for quick visual grepping. This can also be used in projects by setting the FileDialog "folder" color. The default value (`Color(1, 1, 1)`) has no visual impact, for compatibility with existing projects.
2019-07-29Fix filter crash in EditorFileDialog for MeshLib/TileSet conversionChaosus
2019-07-26Small adjustments to tooltips in '(Editor)FileDialog'Michael Alexsander Silva Dias
2019-07-25DirAccess: Drop compat get_next(bool *is_dir) which was hiddenRémi Verschelde
Fixes this warning: ``` ./core/os/dir_access.h:74:17: warning: 'virtual String DirAccess::get_next(bool*)' was hidden [-Woverloaded-virtual] ``` Part of #30790.
2019-06-28Auto-change file extension in EditorFileDialog when filter changesChaosus
2019-06-13Merge pull request #29644 from YeldhamDev/editor_file_recent_reselectRémi Verschelde
Make possible to reselect an item in the "Recent" list in the EditorFileDialog
2019-06-13Merge pull request #29638 from YeldhamDev/editor_file_hidden_toggleRémi Verschelde
Add button for toggling hidden files in EditorFileDialog
2019-06-10Add button for toggling hidden files in EditorFileDialogMichael Alexsander Silva Dias
2019-06-09Make possible to reselect an item in the "Recent" list in the EditorFileDialogMichael Alexsander Silva Dias
2019-06-09Apply a better fix for the EditorFileDialog crash on favoriteMichael Alexsander Silva Dias
2019-06-10Fix crash when selecting favorate directory on EditorFileDialogvolzhs
The problem was that favorite tool button kept to change pressed and unpressed state with toggled event. This is a quick fix for crash. EditorFileDialog might need to be refactor later.
2019-05-29Remove some redundant linesJames Buck
2019-04-24Fixes to make exporting more responsive.Juan Linietsky
-Process and drop input in step functions. -Hide editor file dialog right after pressing ok -Use actual editor file dialogs for project export.
2019-03-27Small tooltip changes to filesystem-related UI componentes in editorMichael Alexsander Silva Dias
2019-03-07Fix "Favorite" button not being toggled when navigating to a faved folder ↵Michael Alexsander Silva Dias
manually
2019-03-05Fix general issues with filesystem-related UI components in the editorMichael Alexsander Silva Dias
2019-03-02Fix preview in file dialogPaul Trojahn
If the preview is already cached, queue_ressource_preview calls _thumbnail_done immediately, so preview_waiting is never set to false again. The progress wheel isn't rendered, because the WaitPreview icons don't exist. This should probably be Progress. Fixes #25749
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-13Change EditorLineEditFileChooser to use the "Folder" iconMichael Alexsander Silva Dias
2018-12-06Make thumbnail cache less tasking on the message queueBojidar Marinov
Fixes #23567
2018-10-26Small capitalization fixes across the editorMichael Alexsander Silva Dias
2018-10-24Fixes favorites not working in the open dialoggroud
2018-10-06Remove redundant "== false" codeAaron Franke
Some of this code has been re-organized. f
2018-09-27Fix warnings about unhandled enum value in switch [-Wswitch]Rémi Verschelde
Fixes GCC 5 warnings of the form: core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch] core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch] Those can be trivial cases where adding a default fallback is the solution, or more complex issues/hidden bugs where missed values are actually meant to be handled.
2018-09-21Make EditorFileDialog be able to pick a folder when entering itMichael Alexsander Silva Dias
2018-09-18Fixes favorites not updating and rename favorite_dirs to favoritesgroud
2018-09-14Add thumnails to the tree viewgroud
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.
2018-08-14Show in File Manager ClarificationIvan Vodopiviz
Changed the context menu 'Show in File Manager' action description to better reflect actual behavior. Fixes #20897
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.
2018-05-02Merge pull request #17059 from Jason0214/BugFix_favorite_updatingRémi Verschelde
Editor: update favorite dirs when dir got deleted
2018-05-02remove favorited dirs if original dir deletedJason0214