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path: root/editor/editor_node.cpp
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2020-07-15Merge pull request #40268 from DanielZTing/masterRémi Verschelde
Fix cancel/OK button order on macOS
2020-07-14Merge pull request #38440 from Paulb23/syntax_highlighter_refactorRémi Verschelde
Syntax highlighter refactor
2020-07-11Revert "Merge pull request #38341 from verdog/camera-bounds-fix"Rémi Verschelde
This reverts commit 08bbb3f161bfb4860d7574fa77b947872d344e7e.
2020-07-11Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb23
- Extacted all syntax highlighting code from text edit - Removed enable syntax highlighting from text edit - Added line_edited_from signal to text_edit - Renamed get/set_syntax_highlighting to get/set_syntax_highlighter - Added EditorSyntaxHighligher
2020-07-11Expose Syntax highlighter for editor pluginsPaulb23
2020-07-10Fix cancel/OK button order on macOSDaniel Ting
The macOS platform convention regarding button order is cancel on left, OK on right.
2020-07-10Merge pull request #38341 from verdog/camera-bounds-fixRémi Verschelde
Fix Camera2D incorrect preview bounds
2020-07-07Fix crash on editor without a feature profilecoldragon
2020-07-06Merge pull request #40163 from pycbouh/fix-saving-empty-sceneRémi Verschelde
Improve scene preview generation for empty scenes and disabled features
2020-07-06Improve scene preview generation for empty scenes and disabled featuresYuri Sizov
2020-07-06Expose methods to play scene from plugin codeYuri Sizov
2020-07-04[macOS] Implement seamless display scaling.bruvzg
2020-07-02Merge pull request #39415 from SkyLucilfer/PotGenerationRémi Verschelde
Add POT generation feature in Editor
2020-07-02Merge pull request #40049 from hinlopen/remove-pane-dragRémi Verschelde
Remove unused class PaneDrag
2020-07-02Merge pull request #32428 from willnationsdev/script-var-orderRémi Verschelde
Add script class categories to EditorInspector.
2020-07-02Add translation parser plugin supportSkyJJ
2020-07-02Remove unused class PaneDragStijn Hinlopen
2020-07-01Add script class categories to EditorInspector.willnationsdev
2020-07-01Merge pull request #39076 from rileylyman/editor_tab_namesRémi Verschelde
Implement filename disambiguation for scene tabs and script names
2020-07-01Merge pull request #39928 from hinlopen/qo-open-sceneRémi Verschelde
Open scene selected from Quick Open dialog
2020-07-01Environment: Refactor code for readability + moreRémi Verschelde
- Makes all boolean setters/getters consistent. - Fixes bug where `glow_hdr_bleed_scale` was not used. - Split CameraEffects to their own source file. - Reorder all Environment method and properties declarations, definitions and bindings to be consistent with each other and with the order of property bindings. - Bind missing enum values added with SDFGI. - Remove unused SDFGI enhance_ssr boolean. - Sync doc changes after SDFGI merge and other misc changes.
2020-06-30Add a separate application focus/in notification out from Window focus ↵Juan Linietsky
notification.
2020-06-29Open scene selected from Quick Open dialog.Stijn Hinlopen
2020-06-27Generate inspector preview for Image resourcesTomasz Chabora
2020-06-26implement generic filename disambiguationrileylyman
A static function is added to EditorNode which allows for filename disambiguation given a list of filenames and the corresponding list of absolute paths for those files. This function is then used to disambiguate scene and script tabs in the editor.
2020-06-26Keep the bottom panel visible when enabling the distraction-free modeHugo Locurcio
- Document the `EditorInterface.distraction_free_mode` property. This closes https://github.com/godotengine/godot-proposals/issues/951.
2020-06-26Addition of SDFGI for open world global illuminationJuan Linietsky
Move GI to a deferred pass
2020-06-25Don't use arbitrary theme editor icons for scripts with the same nameAndrii Doroshenko (Xrayez)
The existing theme editor icon could be unintentionally set for any global class with matching name (`Group` icon, `Group` class_name etc), which would only show up in the "Create Dialog" context, but not the scene tree dock. This change prevents this behavior, and ensures that the icon can be actually overidden by explicit icon path in `class_name`, if there's any custom icon to begin with. The correct built-in type's icon is fetched for child classes if there are no custom icons detected throughout base classes as well, so it isn't left empty for those cases.
2020-06-24Optimize class icon loadingAndrii Doroshenko (Xrayez)
`get_global_class_name` for `GDScriptLanguage` is slow because it forces to parse an entire script each time. This patch ensures that the icon is actually fetched from the EditorData where they are loaded beforehand. This change also makes the behavior consistent with the existing `get_object_icon` method in EditorNode.
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.
2020-06-09Tweak the invalid preset error message to mention `export_presets.cfg`Hugo Locurcio
2020-06-08PackedScene: Prevent crash when root node has `parent` attributeRémi Verschelde
The crash happens further down when setting an invalid owner in `Node::_set_owner_nocheck` but I couldn't figure out how to fix it. But here the proper fix is to catch the invalid scene file early on and fail loading it. Part of #17372.
2020-06-04Enable text selection in execute output of EditorNodeMarcus Brummer
2020-06-03Add a getter and property for the editor distraction-free modeHugo Locurcio
2020-05-16Merge pull request #38451 from eduardonunesp/feature/command-comma-preferencesRémi Verschelde
Using command + comma on macOS as default shortcut for editor settings
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.
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-05-13Merge pull request #38637 from Calinou/editor-rename-revert-scene-bindRémi Verschelde
Rename the editor action "Revert Scene" to "Reload Saved Scene"
2020-05-12Support multiple debug protocols.Fabio Alessandrelli
2020-05-12Rename the editor action "Revert Scene" to "Reload Saved Scene"Hugo Locurcio
This option can be used to workaround various issues with stuff not reloading properly when changes are made. The option was renamed to clarify the fact that it actually reloads the scene saved on the filesystem.
2020-05-11Using command + comma on macOS as default shortcut for editor settingsEduardo Nunes Pereira
2020-05-10New lightmapperJuan Linietsky
-Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
2020-05-04Merge pull request #37717 from qarmin/world_fixRémi Verschelde
Change non-existent World to World3D
2020-04-30fixed camera2D showing incorrect bounds in editorJosh Chandler
2020-04-28Merge pull request #36427 from nekomatata/scene-thumbnail-flippedRémi Verschelde
Fixed flipped scene preview thumbnail
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-20Exposed RenderingDevice to script APIJuan Linietsky
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.