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path: root/editor/editor_node.h
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2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-04Merge pull request #57086 from YeldhamDev/scene_tabs_fixRémi Verschelde
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
2022-01-20Store 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
2022-01-12Merge pull request #56289 from zacryol/clarify-user-dataRémi Verschelde
2022-01-04Merge pull request #52611 from KoBeWi/outsider_resourcesRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
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.
2021-11-12Allow creating .gitignore and .gitattributes when creating a new projectAaron Franke
Also allow creating these files later, and also allow disabling creating the default environment in editor settings.
2021-10-30Add GLES2 2D renderer + Linux display managerlawnjelly
First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-26Save all 64 bits of get_ticks_msec() in more casesMax Hilbrunner
2021-10-21Remove unimplemented methodsMarcel Admiraal
2021-10-19Rename `Tabs` to `TabBar`Michael Alexsander
2021-10-14Implement toast notifications in the editorGilles Roudière
2021-10-07Implemented SkeletonEditorGizmoSilc Renew
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2021-09-30Merge pull request #53025 from Paulb23/textfile-uxRémi Verschelde
2021-09-30Add TextFile support across the editorPaulb23
2021-09-29Merge pull request #52573 from e8newallm/Save_Scene-52078Rémi Verschelde
2021-09-15Merge pull request #51800 from KoBeWi/command_museumRémi Verschelde
Sort palette commands by last use
2021-09-15Merge pull request #41036 from nathanfranke/default-2d-editorRémi Verschelde
Make default main screen plugin work even if 2D and 3D are disabled in editor features
2021-09-12Don't edit foreign resources when restoring scenekobewi
2021-09-11Corrected Save Scene and Save All Scenes not working when the scene's dir no ↵Matthew Newall
longer exists
2021-09-09implement individual mesh transform for meshlibrary itemsVincent
2021-09-01Merge pull request #51639 from Ev1lbl0w/gsoc21-dapFabio Alessandrelli
Implement more advanced features for DAP
2021-08-31Implemented advanced features of DAPEv1lbl0w
Respect client "supportsVariableType" capability Implement "breakpointLocations" request Implement "restart" request Implement "evaluate" request Fix error messages not being shown, and improved wrong path message Removed thread option and behavior Implemented detailed inspection of complex variables Fix "const"ness of functions Added a configurable timeout for requests Implement Godot custom data request/event Implement syncing of breakpoints Added support for debugging native platforms
2021-08-31Make default main screen plugin work even if 2D and 3D are disabledNathan Franke
2021-08-31Sort palette commands by last usekobewi
2021-08-27Makes FontData importable resource.bruvzg
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
2021-08-26Merge pull request #51928 from reduz/extension-loaderJuan Linietsky
Implement Extension Loader
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-20Implement Extension Loaderreduz
* Extensions are now scanned and loaded on demand. * Extensions found are cached into a file that is used to load them (which is also exported). * Editor will ask to restart when an extension requires core functionality. * Editor will attempt to load extensions always before importing or loading scenes. This ensures extensions can register the relevant types.
2021-08-15command palette improvementsBhuvan Vemula
2021-08-09Added EditorCommandPaletteBhuvan Vemula
2021-07-15Addes ability to load build sources from file.reduz
* If not present, the dialog asks to load build sources from a file. * The export templates check now also verifies that build sources are installed and skips the template check. This makes Android development easier.
2021-07-07Added 'Select Current' option when user is prompted to select main scene ↵Eric M
after clicking play
2021-06-29Merge pull request #49636 from LightningAA/add-feedback-button-4.0Rémi Verschelde
Add "Suggest a Feature" to the help dialog.
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-15Add "Suggest a Feature" to the help dialog.Lightning_A
Links to Godot Proposals's readme.
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.
2021-05-31Merge 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