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2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-08Move Debug menu logic to DebuggerEditorPluginFabio Alessandrelli
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-21Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-01-14Export: Properly disable resource preview threadRémi Verschelde
Fixes #26857. Fixes #34433. Fixes #34826.
2020-01-08Export: Add dedicated --export-pack option to export data packRémi Verschelde
The previous behavior relying on the provided extension was problematic on macOS since .zip is the main extension used for the full project export (binary + data pack). We add a dedicated `--export-pack` command line option to define when only the data pack should be exported. Its extension will still be inferred from the path. Fixes #23073.
2020-01-07Export: Improve usability of command line interfaceRémi Verschelde
I'm barely scratching the surface of the changes needed to make the --export command line interface easy to use, but this should already improve things somewhat. - Streamline `can_export()` templates check in all platforms, checking first for the presence of official templates, then of any defined custom template, and reporting on the absence of any. Shouldn't change the actual return value much which is still true if either release or debug is usable - we might want to change that eventually and better validate against the requested target. - Fix discrepancy between platforms using `custom_package/debug` and `custom_template/debug` (resp. `release`). All now use `custom_template`, which will break compatibility for `export_presets.cfg` with earlier projects (but is easy to fix). - Use `can_export()` when attempting a command line export and report the same errors that would be shown in the editor. - Improve error reporting after a failed export attempt, handling missing template and invalid path more gracefully. - Cleanup of unused stuff in EditorNode around the export workflow. - Improve --export documentation in --help a bit. Fixes #16949 (at least many of the misunderstandings listed there). Fixes #18470.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-24Cleans up headers included in editor_node.hHaoyu Qiu
2019-12-21Makes more editor strings translatableHaoyu Qiu
* "Add" button text in Groups Editor * "Receiver Method" in Connect Signal Dialog * "Play Mode" in Animation State Machine Editor * "Mesh Library" button text in Mesh Library editor plugin * Compose Array node button texts in Visual Script * Various button texts in TileSet Editor * Various Run Script errors
2019-10-31Make the editor dimming smarterMichael Alexsander
2019-10-24Resize custom class iconvolzhs
2019-09-04Merge pull request #31461 from IronicallySerious/add-vcs-integrationRémi Verschelde
VCS integration for Godot Editor
2019-09-03Add VCS editor plugin UI elements to editorTwarit
2019-08-29Tweak the editor window dimming intensity, remove dim fade animationHugo Locurcio
The fade animation tended to give the editor a "sluggish" feel when running at lower FPS (which is common in heavy 3D scenes), so it's probably a good idea to remove it. This also makes dimming less intense (50% instead of 60%).
2019-08-26[macOS] Add methods to modify global and dock menus. Add ability to open ↵bruvzg
multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu.
2019-08-15Allow to create scene from FileSystem dockTomasz Chabora
2019-08-14Merge pull request #31266 from ↵Rémi Verschelde
IAmActuallyCthulhu/pr/remove-redundant-author-comments Remove redundant author doc comments
2019-08-14Merge pull request #31347 from neikeq/monodevelop-addinRémi Verschelde
C#: Add Ide Connection library and server for the editor
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-08-06Let EditorPlugins set editor/distraction-free modeWill Nations
2019-08-04C#: Add Ide Connection library and server for the editorIgnacio Etcheverry
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
2019-07-27Add Undo Close Tab option in tabs context menuKanabenki
2019-07-25Display version information in the editor at all timesHugo Locurcio
This closes #27811.
2019-07-19Make custom types more subtle and more usefulBojidar Marinov
Implements #6067 (aaronfranke's idea) Fixes #26980
2019-07-09Add a way to copy the text of warnings shown in the editorBojidar Marinov
Closes #20662
2019-07-05Revert "Add editor menu to open the project data "user://" location."Rémi Verschelde
2019-07-05Merge pull request #30336 from fire/open_project_dataRémi Verschelde
Add editor menu to open the project data "user://" location.
2019-07-05Add editor menu to open the project data "user://" location.K. S. Ernest (iFire) Lee
2019-07-04Use CheckBoxes in the editor instead of CheckButtons when applicableHugo Locurcio
CheckButtons should only be used if toggling them has an immediate effect. Otherwise, CheckBoxes should be used.
2019-07-01Add editor screenshot on control - f12.K. S. Ernest (iFire) Lee
2019-06-25Make visibility of update spinner editor-wide, hidden by defaultThomas ten Cate
- Make visibility of the spinner and "update always" option editor-wide, rather than per-project metadata. - Add options "Show Update Spinner" and "Update Continuously" under Editor Settings > Interface > Editor. Both options are false by default. - Rename some variables and constants to be more consistent and clearer: "update always" -> "update continuously", "update changes" -> "update when changed", "update menu" -> "update spinner", "circle" -> "update spinner". Fixes #23738.
2019-06-23Merge pull request #29376 from hilfazer/editor_layouts_dialogRémi Verschelde
Saving/deleting editor layouts dialog with layout list
2019-06-21editor save/delete layout dialog with layout listhilfazer
2019-06-20Add option to toggle console window on WindowsLuka Dornhecker
This is an editor setting and its value can also be toggled using an entry in the Editor toolbar. The console will still appear briefly when starting the project manager or editor, as it's still compiled as console application. Does not impact exported games, which will still run without console in release and with console in debug mode. A project setting or export option could be added to disable it in debug mode if there's demand for it, but that would greatly reduce the usefulness of debug builds if Windows users can no longer report error and crash messages. Fixes #17889. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2019-06-04Fix moving and renaming filesHein-Pieter van Braam-Stewart
This commit fixes several issues related to moving scenes and resources in an open project. * Don't try to reload scenes while not all scenes are updated yet. * Don't use the UndoRedo system to update non-user initiated editor state. * Resave scenes after moving files and updating resource path(s).
2019-05-31Merge pull request #27309 from KoBeWi/main_scene_on_androidRémi Verschelde
Ensure main scene is set when running on device
2019-05-31Ensure main scene is set when running on deviceTomasz Chabora
2019-05-28Merge pull request #28789 from mitchcurtis/quick-openRémi Verschelde
Add Quick Open dialog
2019-05-28Add Quick Open dialogMitch Curtis
This dialog searches every Resource-derived file in the project, making it extremely useful for searching everything from audio files to scripts. Unlike the Quick Open Script and Quick Open Scene dialogs, you don't need to think about the type of file you're opening, just its name. Shift + Alt + O was chosen to match the existing shortcuts for Quick Open Scene and Quick Open Script.
2019-05-11Make possible to create inherited scenes via the RMB menu in the FileSystem dockMichael Alexsander Silva Dias
2019-05-08Revert "Merge pull request #28715 from YeldhamDev/inherent_scene_close_empty"Michael Alexsander Silva Dias
This reverts commit 0f8356d43994e3b7f054ac223a6681773aeb9330, reversing changes made to 7b7a664a974e86acb6d55e31609d33cf84311b8f.
2019-05-06Make editor close empty scene when creating an inherited oneMichael Alexsander Silva Dias
Fixes #28654.
2019-04-25Merge pull request #28262 from KoBeWi/gotta_close_them_allRémi Verschelde
Add Close Others/Right/All for scene tabs
2019-04-25Add Close Others/Right/All for scene tabsTomasz Chabora
2019-04-08Add ability to edit editor feature profilesJuan Linietsky
Allows enabling/disabling parts of the editor and storing/loading profiles for that.
2019-04-07Android now (optionally) builds the template when exportingJuan Linietsky
Added new way to create add-ons Removed old way to create add-ons
2019-04-22Merge pull request #27414 from KoBeWi/drop_the_dirRémi Verschelde
Allow to drop folders onto editor