summaryrefslogtreecommitdiff
path: root/editor/editor_properties.cpp
AgeCommit message (Collapse)Author
2023-02-15EditorProperty: Fix missing increment buttons for integersRémi Verschelde
Fixes #73192.
2023-02-04Fix @export_multiline for PackedStringArraykobewi
2023-01-31Use `PropertyUsageFlags` enum in parse_propertyRaul Santos
2023-01-29Tweak overrun behavior of EditorPropertyObjectIDkobewi
2023-01-23Convert en_GB spelling to en_US with codespellRémi Verschelde
2023-01-22Rework EditorPlugin editing logickobewi
2023-01-19Merge pull request #71418 from TokageItLab/restart-anim-treeRémi Verschelde
Allow AnimationStateMachine / AnimationNode to restart when transitioning to the same state
2023-01-19Allow AnimationNodes to restart when transitioning to the same stateSilc Renew
2023-01-18Merge pull request #71379 from KoBeWi/destruction_of_compatibility_functionRémi Verschelde
Remove set_drag_forwarding_compat()
2023-01-15Merge pull request #71229 from reduz/fix-recursive-resource-inclusion-checkRémi Verschelde
Fix recursive resource inclusion check
2023-01-14Remove set_drag_forwarding_compat()kobewi
2023-01-13Merge pull request #70540 from vaartis/multiline-arrays-dictionariesRémi Verschelde
Implement export_multiline support for Array[String] and Dictionary
2023-01-11Fix recursive resource inclusion checkJuan Linietsky
I forgot a line of code. Fixes #71194.
2023-01-10Change set_drag_forwarding() to use callables.Juan Linietsky
* This solution is much cleaner than the one in 3.x thanks to the use of callables. * Works without issues in any language (no need to worry about camel or snake case). * Editor code uses a compatibility function (too much work to redo). Fixes #59899
2023-01-09Removed unused property hints and `Object::get_translatable_strings()`Juan Linietsky
* Remove unused `EditorPropertyMember` and related hints, previouly used by VisualScript. Such logic should be implemented in the VS module itself. * As the above broke compatibility with the VS module, clean up the other hacks that were still in core in support of VisualScript. * `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's `get_translatable_strings()`, which is a legacy function not used anywhere. So both are removed. * Reordered some usage flags after the above removal to minimize the diff. * General clean up. Fixes #30203. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2023-01-09Merge pull request #71045 from reduz/use-bitfield-in-core-typesRémi Verschelde
Use BitField<> in core type masks
2023-01-08Use BitField<> in core type masksJuan Linietsky
* All core types masks are now correctly marked as bitfields. * The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks. * Most bitmask operations replaced by functions in BitField<> * Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is. * Documentation and API dump updated to reflect bitfields in core types.
2023-01-06Prevent recursion in inspector resource assignment.Juan Linietsky
Fixes #43177
2023-01-05Simplify some editor plugin logic and remove dead codeYuri Sizov
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-04Revert "Merge pull request #70696 from Rindbee/propagate-keying-state"Silc Renew
This reverts commit c774b4ce1777d19789bec1cbef100f26c6927777, reversing changes made to ccc609d824802d1d1a20f34bda69ecac75f5a8a1.
2022-12-31Propagate the keying state in the inspectorRindbee
Toggling the keying state does not significantly change the structure of the inspector. So it's ok to propagate the keying state and then use `queue_redraw()` to update the keying icon.
2022-12-25Implement export_multiline support for Array[String] and DictionaryEkaterina Vaartis
For arrays, specifically check if it's a string array and pass the type on to the editor. For dictionaries, save the hint on the type and use it later to draw the multiline editor, except for when adding a string key, because that doesn't make much sense. All string values however will be drawn as multiline.
2022-12-22Add inspector plugin for key time edit & Change find key argumentSilc Renew
2022-11-29Use forward-declarations in big editor classestrollodel
2022-11-21Fixes inability to assign script after clearingocean (they/them)
2022-11-19Rename TextureButton set_*_texture methods to set_texture_*Aaron Franke
2022-11-04Fix -Wunused-but-set-variable warnings from Emscripten 3.1.20Rémi Verschelde
2022-11-02Allow getting Quaternion rotation in different Euler ordersAaron Franke
2022-11-02Merge pull request #65062 from KoBeWi/RedoUndoRémi Verschelde
Unify usage of undo_redo in editor
2022-11-02Unify usage of undo_redo in editorkobewi
2022-11-01Replace Quaternion Euler constructor with `from_euler` methodAaron Franke
2022-10-31Merge pull request #67578 from KoBeWi/GEDITORRémi Verschelde
Unify usage of GLOBAL/EDITOR_GET
2022-10-31Merge pull request #67055 from GuilhermeGSousa/custom-node-exportRémi Verschelde
Added custom node export
2022-10-18Unify usage of GLOBAL/EDITOR_GETkobewi
2022-10-14Added custom node exportGuilherme Sousa
2022-10-14Preserve caret when updating EditorPropertyTextkobewi
2022-10-13Add empty state to enum propertieskobewi
2022-10-08Only show named layers in layer menuHaoyu Qiu
2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-10-05Merge pull request #66839 from aaronfranke/editor-prop-hide-sliderRémi Verschelde
Fix `hide_slider` vs `no_slider` inconsistency in editor property code
2022-10-04Rename Projection `matrix` to `columns`Aaron Franke
2022-10-03Fix hide_slider vs no_slider inconsistency in editor property codeAaron Franke
2022-09-15Merge pull request #62903 from ↵Rémi Verschelde
Rindbee/fix-property-link-not-work-in-MultiNodeEdit Set the changed field to empty (meaning all) if the link button is pressed
2022-09-02Rename `or_lesser` range property hint to `or_less`Hugo Locurcio
"less" should be used for quantity, rather than "lesser". Existing scripts that use `or_lesser` in `_get_property_list()` will need to be updated to account for this change.
2022-08-31Merge pull request #63411 from Calinou/improve-null-object-dictionary-printRémi Verschelde
Improve null and object printing to avoid confusion with arrays
2022-08-31Improve null and object printing to avoid confusion with arraysHugo Locurcio
- Use different syntax for object printing to avoid confusion with arrays. - Print null as `<null>` to avoid confusion with a string `"null"`. - Display `<empty>` in editor resource pickers to avoid confusion with array-based properties.
2022-08-31Fix crash when toggling flag property valueHaoyu Qiu
2022-08-29Rename `CanvasItem.update()` to `queue_redraw()`Micky
Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on. Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency. Just a few comments have also been changed to say "redraw". In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
2022-08-29Revert "Remove NOTIFICATION_ENTER_TREE when paired with ↵Rémi Verschelde
NOTIFICATION_THEME_CHANGED" This reverts commit 4b817a565cab8af648c88cfc7ab6481e86ee3625. Fixes #64988. Fixes #64997. This caused several regressions (#64988, #64997, https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605) which point at a flaw in the current logic: - `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with `NOTIFCATION_THEME_CHANGED` as introduced in #62845. - Some classes use their `THEME_CHANGED` to cache theme items in member variables (e.g. `style_normal`, etc.), and use those member variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE` notification is now deferred, they end up accessing invalid state and this can lead to not applying theme properly (e.g. for EditorHelp) or crashing (e.g. for EditorLog or CodeEdit). So we need to go back to the drawing board and see if `THEME_CHANGED` can be called earlier so that the previous logic still works? Or can we refactor all engine code to make sure that: - `ENTER_TREE` and similar do not depend on theme properties cached in member variables. - Or `THEME_CHANGE` does trigger a general UI update to make sure that any bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE` does arrive for the first time. But that means having a temporary invalid (and possibly still crashing) state, and doing some computations twice which might be heavy (e.g. `EditorHelp::_update_doc()`).