Age | Commit message (Collapse) | Author |
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DisplayServer::screen_is_touchscreen will likely never utilize its
parameter p_screen.
This PR replaces this function by DisplayServer::is_touchscreen_available()
with the same functionality.
This solves the problem, that a SubViewport was used for determining
the screen, which resulted in error messages.
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Fix a bug with main window `EditorPlugin`.
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Fix some stuff with the editor features
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When removing a main window plugin the bindings of the main window buttons was not changed to reflect the changed indices.
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Newly introduced docks, that are not apparent in old projects should
be positioned after the ones in the project-config-file.
This way it seems to be less irritating.
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Add history dock to default editor layout, and prevent signal connecting multiple times
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- add the history dock to the default editor layout, so when a user does Editor -> Editor Layout -> Default the history dock will no longer disappear
- change the enter tree notification to a ready notification to prevent the history dock from trying to connect 'on_history_changed' signal everytime the dock is moved in the editor layout
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Move editor class and plugin registrations to a dedicated file
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Remove more instances of 'instance' being used as a verb
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Exposes the selected paths in the editor filesystem dock.
Implements this proposal : https://github.com/godotengine/godot-proposals/issues/2424
Also renamed the old `get_selected_path` to `get_selected_directory` to
better match the already existing get_current_path function.
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Now splitted into two classes:
- EditorDebuggerPlugin (RefCounted).
- EditorDebuggerSession (abstract).
This allows the EditorPlugin to be in control of the debugger plugin
lifecycle, be notified when sessions are created, and customize each of
them independently.
We should slowly transition the various profilers and captures in
ScriptEditorDebugger to their own plugins, and decouple
ScriptEditorDebugger from it's UI part (making it the "real"
EditorDebuggerSession potentially dropping the wrappers).
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Allow to disable History Dock via feature profile
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Also clean up relative path handling to use get_basename()
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Add history dock
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Request attention on the editor window when done recording a movie
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Unify usage of GLOBAL/EDITOR_GET
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Added custom node export
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# Conflicts:
# editor/plugins/tiles/tiles_editor_plugin.cpp
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Polish rendering driver refactor further (take 2)
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Add editor setting for AcceptDialog OK/Cancel buttons positioning
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not match OS UI scale.
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Fixes #67039
`get_index` counts internal children by default but `move_child` ignores them therefore `move_child` had no effect.
The call to `set_current_tab` is not needed anymore in Godot 4 since the current tab will change when calling `move_child`.
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change warnings=all to use /W4.
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The position (left/right) of the Cancel and OK buttons in AcceptDialog
are DisplayServer specific, as Windows uses OK/Cancel and macOS uses Cancel/OK.
Linux/X11 currently uses the macOS convention which is also the GTK+/GNOME one,
though it's not consistent with Qt/KDE applications which follow the Windows
convention.
Since that can't satisfy everyone, it's best if it's configurable also for the
editor (it's already configurable for the project).
Fixes #59379.
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Prevent unsaved inherited scenes from being detected as the 'placeholder' scene
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For EditorNode3DGizmo:
- `get_spatial_node` -> `get_node_3d`
- `set_spatial_node` -> `set_node_3d`
For EditorPlugin:
- `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin`
- `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin`
Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
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Prevent docks to be reset to first tab when switching dock visibility
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The new naming better suits non-game applications and is more explicit.
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incorrect window button position/order when system primary language is RTL.
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Improve icon generation in the editor theme
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Split rendering driver project setting into renderer_name and rendering_driver
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rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
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