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path: root/editor/editor_node.cpp
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2022-02-10Reorganize inspector layout workflow for Control nodesYuri Sizov
2022-02-09Core: Move generated `VERSION_HASH` to a `.cpp` fileRémi Verschelde
This lets us have its definition in `core/version.h` and avoid rebuilding a handful of files every time the commit hash changes.
2022-02-09Add AudioStreamRandomizer, replacing AudioStreamRandomPitchEllen Poe
Add additional randomization options.
2022-02-08Merge pull request #57627 from JFonS/occluder_improvementsRémi Verschelde
2022-02-08Merge pull request #57796 from akien-mga/revert-sname-theme-settersRémi Verschelde
2022-02-08Revert "Add missing SNAME macro optimization to all theme methods call"Rémi Verschelde
This reverts commit a988fad9a092053434545c32afae91ccbdfbe792. As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used everywhere but only in critical code paths. For theme methods specifically, it was by design that only getters use `SNAME` and not setters.
2022-02-08Refactor some object type checking code with `cast_to`Rémi Verschelde
Less stringly typed logic, and less String allocations and comparisons.
2022-02-07Fix theming for floating window docksMichael Alexsander
2022-02-07Improvements and fixes to occludersjfons
Improvements: * Occluder3D is now an abstract type inherited by: ArrayOccluder3D, QuadOccluder3D, BoxOccluder3D, SphereOccluder3D and PolygonOccluder3D. ArrayOccluder3D serves the same purpose as the old Occluder3D (triangle mesh occluder) while the rest are primitives that can be used to manually place simple occluders. * Occluder baking can now apply simplification. The "bake_simplification_distance" property can be used to set a world-space distance as the desired maximum error, set to 0.1 by default. * Occluders can now be generated on import. Using the "occ" and "occonly" keywords (similar to "col" and "colonly" for colliders) or by enabling on MeshInstance3Ds in the scene's import window. Fixes: * Fixed saving of occluder files after bake. * Fixed a small error where occluders didn't correctly update in the rendering server. Bonus content: * Generalized "CollisionPolygon3DEditor" so it can also be used to edit Resources. Renamed it to "Polygon3DEditor" since it was already being used by other things, not just colliders. * Fixed a small bug in "EditorPropertyArray" where a call to "remove" was left after the "remove_at" rename.
2022-02-07Merge pull request #57725 from jmb462/missing-sname-theme-settersRémi Verschelde
2022-02-07Move Replication tab to a fixed positionkobewi
2022-02-06Add missing SNAME macro optimization to all theme methods calljmb462
2022-02-06Add missing SNAME macro optimization in some function callsjmb462
2022-02-04[Editor] Replication plugin to configure MultiplayerSynchronizers.Fabio Alessandrelli
Allows configuring the MultiplayerSynchornizer in a way similar to AnimationPlayer. Properties are added manually, edither as plain properties, or via the NodePath format for child nodes' properties "path/to/node:property" relative to the MultiplayerSynchronizer root path. Nice things to add would be: - Moving properties up/down in the list. - Some form of keying, autmatic filling of the replication properity line edit.
2022-02-04Merge pull request #57086 from YeldhamDev/scene_tabs_fixRémi Verschelde
2022-02-02Merge pull request #57494 from Geometror/project-and-editor-settings-fixesRémi Verschelde
2022-02-02Vectors: Use clear() and has().Anilforextra
Use clear() instead of resize(0). Use has() instead of "find(p_val) != -1".
2022-02-01Fix buggy behavior of the "Add tab" button in the scene tabsMichael Alexsander
2022-02-01Minor fixes/refactoring of project and editor setting dialogsHendrik Brucker
2022-01-31Merge pull request #56970 from YeldhamDev/rise_tabbar_riseRémi Verschelde
2022-01-31Bring `TabBar` to full parity with the `TabContainer` implementation.Michael Alexsander
2022-01-30Inspector retains content when detached and when dockedFazil Babu
2022-01-23Merge pull request #57000 from KoBeWi/UNLIMITED_PANNINGRémi Verschelde
2022-01-21Add ViewPanner to 2D editorkobewi
2022-01-20Store panels and docks singletons in their own classestrollodel
2022-01-19[Editor] Move some animation specific keying logic out of inspector.Fabio Alessandrelli
Most of the custom logic to handle special keying cases is now inside the AnimationPlayerEditorPlugin. The EditorInspector now emits a signal when inspecting a new object.
2022-01-18Merge pull request #56899 from touilleMan/fix-editor_node-set_exit_codeRémi Verschelde
2022-01-18Merge pull request #52597 from Jummit/scene_casing_settingRémi Verschelde
2022-01-18Replace use of `OS::set_exit_code()` by `SceneTree::quit()` in `EditorNode`Emmanuel Leblond
2022-01-17Add project setting to change scene file casingJummit
2022-01-17Merge pull request #56012 from bruvzg/wt🤎4Rémi Verschelde
2022-01-14Add ViewPanner to more editorskobewi
2022-01-12Merge pull request #56289 from zacryol/clarify-user-dataRémi Verschelde
2022-01-11Unify panning in sub-editors and make it configurablekobewi
2022-01-07Generate editor docs on a threadreduz
* The main generation could not be moved to a thread, as it instantiates classes to get default values, interacts with ProjectSettings, etc. * Only uncompressing documentation and merging it is threaded. * Seems to improve editor load times by 0.5 seconds.
2022-01-04Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde
2022-01-04Fix compilation error after 4c30963Rémi Verschelde
2022-01-04Fix shadowing warning after #52611Rémi Verschelde
2022-01-04Merge pull request #52611 from KoBeWi/outsider_resourcesRémi Verschelde
2022-01-04Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-29Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges.
2021-12-28Reword "Open Project Data Folder" as "Open User Data Folder"zacryol
Clarifies that the button opens the user:// dir and for better consistency with certain ProjectSettings values: "Use Hidden Project Data Directory" is named similarly, but refers to data within res:// and two values refer to user:// as "User Dir" (Translations were not updated) and rename enum value accordingly
2021-12-18[Windows] Improve console handling and execute/create_process.bruvzg
Always build with the GUI subsystem. Redirect stdout and stderr output to the parent process console. Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`). Add `open_console` argument to the `execute` and `create_process` to open a new console window. Remove `interface/editor/hide_console_window` editor setting. Remove `Toggle System Console` menu option. Remove `set_console_visible` and `is_console_visible` functions.
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
2021-12-09align to horizontal_alignment, valign to vertical_alignment, relatedNathan Franke
2021-12-08Rename GPUParticles attractor and collision nodes to have a 3D suffixHugo Locurcio
GPUParticles attractors and collision are currently only available in 3D. Their 2D counterparts haven't been implemented yet, but they will use separate nodes.
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>
2021-12-05Remove or make verbose some debugging printsHugo Locurcio
The message about SpatialMaterial conversion was turned into a warning, as it can potentially interfere with porting projects from Godot 3.x (if there's a bug in the conversion code).
2021-12-04Auto-Increment Debugger PortNathan Franke
Note: This PR also changes the port of the GDScript Language Server from 6008 to 6005. This opens enough ports above the debug port (6007) for this change to be useful.