summaryrefslogtreecommitdiff
path: root/editor/editor_node.cpp
AgeCommit message (Collapse)Author
2021-06-25Implement native extension systemreduz
* Deprecates GDNative in favor of a simpler, lower level interface. * New extension system allows registering core engine classes. * Simple header interface in gdnative_interace.h
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-20Merge pull request #49741 from RandomShaper/fix_save_scene_side_effectsRémi Verschelde
Remove side effects of scene save
2021-06-19Remove side effects of scene savePedro J. Estébanez
2021-06-18Merge pull request #40525 from KoBeWi/fastest_close_in_the_westRémi Verschelde
Make closing current scene faster
2021-06-17Merge pull request #47796 from Calinou/editor-add-save-on-focus-loss-optionRémi Verschelde
Add a "save on focus loss" editor setting (disabled by default)
2021-06-16EditorSettings: Factor code to compute auto display scaleRémi Verschelde
Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544.
2021-06-15Merge pull request #48597 from Calinou/editor-scale-auto-portraitRémi Verschelde
Handle portrait mode monitors in the automatic editor scale detection
2021-06-15Merge pull request #49108 from LightningAA/reload-current-project-4.0Rémi Verschelde
Add the ability to reload the current project
2021-06-14Refactor editor paths validation in EditorPaths and EditorSettingsRémi Verschelde
- EditorSettings: Ensure that `create()` makes a valid singleton. Fixes #49179, fixes #49450. - EditorPaths: Cleanup code, properly set `paths_valid`. - EditorPaths: Move more paths validation (check, mkdir) from EditorSettings for a better separation of concerns. - EditorPaths: Move EditorFileSystem creation of `.godot/imported` next to other paths.
2021-06-14Make closing current scene fasterTomasz Chabora
2021-06-12Merge pull request #49123 from aaronfranke/it-is-timeRémi Verschelde
Add a Time singleton
2021-06-11Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-ioRémi Verschelde
Core: Move DirAccess and FileAccess to `core/io`
2021-06-11Merge pull request #49279 from Calinou/rename-string-is-abs-path-methodRémi Verschelde
Rename `String.is_abs_path()` to `String.is_absolute_path()`
2021-06-11Add Time singletonAaron Franke
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-06-09Merge pull request #48834 from daniel-mcclintock/fix-distraction-free-state-lossRémi Verschelde
Fix out of sync ScriptEditor distraction mode when `Separate Distraction Mode` is Enabled
2021-06-09Fix out of sync separate distraction-free modedaniel-mcclintock
2021-06-08Separate version hash from version number in editor and project managerAndrii Doroshenko (Xrayez)
When copy-pasting the version from About dialog to bug reports at GitHub, this makes the version hash linkable to commits at GitHub.
2021-06-06Merge pull request #49325 from reduz/rename-gi-classesRémi Verschelde
Rename GI Classes
2021-06-05New and improved IK system for Skeleton2DTwistedTwigleg
This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-03Replace get_settings_dir with get_config_dir when fetching configuration pathsYuri Sizov
2021-06-03Rename `String.is_abs_path()` to `String.is_absolute_path()`Hugo Locurcio
This is more consistent with `NodePath.is_absolute()`.
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
2021-05-31Merge pull request #49178 from YeldhamDev/remove_dim_optionRémi Verschelde
2021-05-31Implement shader cachingreduz
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-28Remove `dim_editor_on_dialog_popup` from editor settingsMichael Alexsander
2021-05-26Add the ability to reload the current projectLightning_A
2021-05-21Merge pull request #48854 from pycbouh/editor-reuse-resource-pickerRémi Verschelde
Use `EditorResourcePicker` in the Inspector
2021-05-20Fix typos with codespellRémi Verschelde
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2021-05-19Use EditorResourcePicker in the InspectorYuri Sizov
2021-05-18i18n: Sync translations with WeblateRémi Verschelde
(cherry picked from commit bcedd097426403f25098f44038c79bc39a8131c6)
2021-05-17Merge pull request #47260 from pycbouh/editor-resource-pickerRémi Verschelde
2021-05-17Add EditorResourcePicker control based on the Inspector editor for Resourcespycbouh
Fix formatting for the docs
2021-05-17Fix crash after disabling plugin using set_force_draw_over_forwarding_enabled()kleonc
2021-05-15Add "Support Godot Development" option to the editor's Help menuHugo Locurcio
2021-05-14Merge pull request #48667 from pycbouh/editor-respect-custom-themesRémi Verschelde
Keep custom editor theme when changing editor settings
2021-05-12Keep custom editor theme when changing editor settingsYuri Sizov
2021-05-09Handle portrait mode monitors in the automatic editor scale detectionHugo Locurcio
Using the smallest dimension of the width and height makes it possible to support both landscape and portrait monitors.
2021-05-09Remove plugin from enabled if there's an errorDaniel Lungaro
inform user in warning message Co-authored-by: Rémi Verschelde <rverschelde@gmail.com> Refactor remove plugin from enabled
2021-05-09Merge pull request #48574 from Calinou/editor-add-new-scene-shortcutsRémi Verschelde
Add shortcuts for New Scene and New Inherited Scene actions
2021-05-09Save the current script when pressing Ctrl + S if no scene is openHugo Locurcio
- Tweak the dialog messages to be more informative. - The "Saved N modified resources" dialog is not a warning per se, so make it more explicit.
2021-05-09Add shortcuts for New Scene and New Inherited Scene actionsHugo Locurcio
These default to Ctrl + N and Ctrl + Shift + N respectively.
2021-05-07Merge pull request #48535 from groud/tiles_squashedRémi Verschelde
TileSet and TileMap rework (squashed)
2021-05-07Rework the TileSet resource and TileMap nodes:Gilles Roudière
- Move most properties from TileMap to TileSet, - Make TileSet more flexible, supporting more feature (several collision layers, etc...), - Fusion both the TileMap and TileSet editor, - Implement TileSetSources, and thus a new way to index tiles in the TileSet, - Rework the TileSet and TileMap editors completely, - Implement an editor zoom widget (and use it in several places)
2021-05-07Merge pull request #48466 from EricEzaM/output-log-save-stateRémi Verschelde
Made Editor Log buttons save their state, per project.
2021-05-07Implement the `%command%` placeholder in the Main Run Args settingHugo Locurcio
This can be used to tell Godot to run an executable that will run Godot rather than running Godot directly. This is useful to make Godot start on the dedicated GPU when using a NVIDIA Optimus setup on Linux: `prime-run %command%` The `editor/run/main_run_args` setting declaration was moved to make it visible in the ProjectSettings documentation.
2021-05-06Merge pull request #45607 from Calinou/improve-editor-themeRémi Verschelde
Improve the editor theme
2021-05-06Made Editor Log buttons save their state, per project.Eric M