summaryrefslogtreecommitdiff
path: root/editor/editor_inspector.cpp
AgeCommit message (Collapse)Author
2021-09-16Merge pull request #52376 from rcorre/prop_path_copy_fixRémi Verschelde
Don't handle property_editor shortcuts on release.
2021-09-15Merge pull request #32068 from aaronfranke/transform-editorRémi Verschelde
Reformat Transform(2D) matrix display in the inspector
2021-09-14Merge pull request #52636 from Jummit/highlight_categoriesGilles Roudière
Highlight hovered inspector categories
2021-09-14Merge pull request #52259 from ↵Rémi Verschelde
jmb462/fix-ctrl-V-wrong-behavior-in-inspector-textedit Fix Ctrl+V wrong behavior in inspector textedit (Fix #52208)
2021-09-13Highlight hovered inspector categoriesJummit
2021-09-07Fix undo/redo for properties set as PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIEDPouleyKetchoupp
Full inspector update was triggered only on property changed, but not on undo/redo actions, which can cause inspector discrepancies when some properties are supposed to be shown or hidden. Now update all flag is passed into _edit_set() method which already has logic to handle this case properly (it still triggers update_tree() down the line).
2021-09-07Implement properties arrays in the Inspector.Gilles Roudière
2021-09-05Apply set_read_only() to child classes of EditorProperty elementsSilc 'Tokage' Renew
2021-09-03Don't handle property_editor shortcuts on release.Ryan Roden-Corrent
Fixes #52336. EditorProperty::unhandled_key_input was handling both press and release. This means that if you press `ctrl+v` on an EditorProperty line input, it will paste as expected on pressing `ctrl+v`, and accept the event so EditorProperty will not see it. However, on release, LineEdit ignores the event and EditorProperty still catches and handles it, using its own paste implementation.
2021-08-31Reformat Transform(2D) inspector menusAaron Franke
Move, rename, recolor, and fix the inspector for these in the inspector. Coloring is now done by a helper method in "editor_inspector.cpp".
2021-08-30Fix CTRL+V doesn't work properly in inspector texteditjmb462
2021-08-27Fix crash on scenes with tool scripts and mismatched node typesSaracenOne
2021-08-23Copy/Paste property paths/values in inspector.Ryan Roden-Corrent
Resolves godotengine/godot-proposals#106. Adds the following property menu options with default bindings: - Copy Property (ctrl+c) - Paste Property (ctrl+v) - Copy Property Path (ctrl+shift+c) If you hover over a property label in the inspector dock, you can copy either the property value or the property path to the system clipboard using the shortcuts above This is especially useful for the `AnimationTree`, where code might reference properties like "parameters/state/aim/move/blend_position". One issue is that if you click a property, then click on the node you currently have selected in the node tree, then press ctrl+shift+c, it will still copy the selected property path rather than the node path. If you click on a different node in the nodetree, however, ctrl+shift+c will return to copying the nodepath. The property value copy/paste was implemented by @KoBeWi at #39398 and merged into this PR due to their similarity.
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-19Fix capsule height/radius setters with linked propertiesPouleyKetchoupp
Capsule height and radius setters can modify each other, rather than using clamping, to avoid cases where values are not set correctly when loading a scene (depending on the order of properties). Inspector undo/redo: Added the possibility to link properties together in the editor, so they can be undone together, for cases where a property can modify another one. Gizmo undo/redo: Capsule handles pass both radius and height values so they can be undone together.
2021-08-13Fix incorrect word block colors in the inspector tooltipYuri Roubinsky
2021-08-06Fix theme property descriptions in the InspectorYuri Sizov
2021-08-02Fix up property reversionPedro J. Estébanez
2021-07-30Rationalize property reversionPedro J. Estébanez
2021-07-26Use Ref<T> references as iterators where relevantRémi Verschelde
And const when possible.
2021-07-25Merge pull request #50809 from akien-mga/iterators-const-referencesRémi Verschelde
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-20Merge pull request #50648 from foxydevloper/remove-weird-printsRémi Verschelde
Remove leftover prints when using shader global variables
2021-07-19Remove random prints for some shader actionsfoxydevloper
2021-07-19Merge pull request #50517 from KoBeWi/🌳💣Rémi Verschelde
Assign value to property by dropping to scene tree
2021-07-19Assign value to property by dropping to scene treekobewi
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.
2021-07-01Use PROPERTY_USAGE_NONE instead of 0 for no property usageAaron Franke
Also use const more often.
2021-06-30Add right-to-left layout support for `EditorSpinSlider`.bruvzg
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-12Consistently prefix bound virtual methods with _kobewi
2021-06-02Use bold fonts in editorreduz
* Labels are now bold * Categories in trees are bold * Main editor buttons are bold * Fixed section folding arrows in inspector
2021-05-26Fixed console error spam (about invalid edited scene index)Yuri Roubinsky
2021-05-23Change frame_coords to Vector2ikobewi
2021-05-21Fix usage of String.left()kobewi
2021-05-20Change behavior of String.rightTomasz Chabora
2021-05-04Provide a way to hook into Inspectors UndoRedo.Gilles Roudière
2021-04-05Style: Apply clang-tidy's `modernize-use-nullptr`Rémi Verschelde
2021-04-05Fix crashes in *_input functionsRafał Mikrut
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-03-13Fix EditorInspector not updating its theme on rare occasionsMichael Alexsander
2021-02-18Refactor Process Modereduz
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192 * PauseMode is now ProcessMode, containing the following states: ``` PROCESS_MODE_INHERIT, // same as parent node PROCESS_MODE_NORMAL, // process only if not paused PROCESS_MODE_PAUSE_ONLY, // process only if paused PROCESS_MODE_ALWAYS, // process always PROCESS_MODE_DISABLED, // never process ``` * NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree). * Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
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.
2021-02-12Improved Inspector Sub-Resource Editingreduz
-Better margins -Colors to delimit subresources better.
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-01-31Simplify Script Variables PopulationNathan Franke
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 🎆