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path: root/editor/editor_properties.h
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2022-06-30Add editor properties for Callable and SignalMinusKube
2022-06-27Add a const call mode to Object, Variant and Script.K. S. Ernest (iFire) Lee
For this to work safely (user not call queue_free or something in the expression), a const call mode was added to Object and Variant (and optionally Script). This mode ensures only const functions can be called, making it safe to use from the editor. Co-Authored-By: reduz <reduzio@gmail.com>
2022-06-25Add ability to export Node pointers as NodePathsreduz
This PR implements: * A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string. * The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path. * When scene is saved, the node path is saved, then restored as a pointer. NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid. Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language. Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path). Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).
2022-06-14Add vector value linkingkobewi
Co-authored-by: redlamp <244062+redlamp@users.noreply.github.com>
2022-06-11Add suffixes to all nodes and resourcesFireForge
2022-06-03Support explicit values in flag properties, add C# flags supportRaul Santos
- Add support for explicit values in properties using `PROPERTY_HINT_FLAGS` that works the same way it does for enums. - Fix enums and flags in VisualScriptEditor (it wasn't considering the explicit value). - Use `PROPERTY_HINT_FLAGS` for C# enums with the FlagsAttribute instead of `PROPERTY_HINT_ENUM`.
2022-05-19Tweak minsize of editor ColorPickerButtonskobewi
2022-05-03Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio
These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
2022-04-04Zero initialize all pointer class and struct membersRémi Verschelde
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
2022-03-12Initialize bools in the headers in editorAaron Franke
2022-01-28Renaming layers from the inspector via a popup menu.jmb462
2022-01-18Improve locale detection.bruvzg
Use separate language, script and country lists. Add locale selection dialog and property hint.
2022-01-07[Editor] Fix inspector keying signals argument count.Fabio Alessandrelli
The second parameter of the signals `EditorInspector.property_keyed` and `EditorProperty.property_keyed_with_value` can be NIL, causing the event to fire with less arguments when using `emit_signal` that accepts Variant arguments, so we use the pointer version instead.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-09Add drag and drop for NodePathskobewi
2021-11-10Fix EditorInspectorPlugin virtual bindings and add parse_group callbackYuri Sizov
2021-11-03Merge pull request #52781 from KoBeWi/node's_favorite_shaderRémi Verschelde
2021-11-03Infer shader type based on edited nodekobewi
2021-11-02Add a flag to EditorResourcePicker to differentiate selection contextsYuri Sizov
2021-09-15Merge pull request #32068 from aaronfranke/transform-editorRémi Verschelde
Reformat Transform(2D) matrix display in the inspector
2021-09-05Apply set_read_only() to child classes of EditorProperty elementsSilc 'Tokage' Renew
2021-08-31Reformat Transform(2D) inspector menusAaron Franke
Move, rename, recolor, and fix the inspector for these in the inspector. Coloring is now done by a helper method in "editor_inspector.cpp".
2021-08-29Revert "Display a matrix for Node2D and don't display a duplicate origin"Juan Linietsky
2021-08-29Display a matrix for Node2D and don't display a duplicate originAaron Franke
2021-07-13Add type variations to ThemeYuri Sizov
2021-07-01Use PROPERTY_USAGE_NONE instead of 0 for no property usageAaron Franke
Also use const more often.
2021-06-30Fix editor suffixes and degrees conversionreduz
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-29Implement painting properties over TileSetsGilles Roudière
2021-06-16Documentation search fixesGregory Basile
Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Rename EditorPropertyTransform to EditorPropertyTransform3DAaron Franke
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-19Use EditorResourcePicker in the InspectorYuri Sizov
2021-03-10Implement Navigation layersGilles Roudière
2021-02-12Improved Inspector Sub-Resource Editingreduz
-Better margins -Colors to delimit subresources better.
2021-01-09Emit changed signal from Color Picker when changedkobewi
2021-01-03Don't emit changed signal on Color Picker closekobewi
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-02Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-07-10Add override keywords.Marcel Admiraal
2020-06-15Made low level changes to the Skeleton3D class and Skeleton3D inspector. ↵TwistedTwigleg
Changes listed below: * Added helper functions to Skeleton3D for converting transforms from bone space to global space, and vice versa. * Updated the Skeleton3D class reference. * Changed the icon used for bones in the Skeleton3D inspector to use BoneAttachement3D's icon. * Changed the Skeleton3D inspector to use EditorPropertyTransform and EditorPropertyVector3 when possible. * Placed the Transform/Matrix for each bone in a sub-section, so it is visually similar to the Node3D inspector.
2020-04-17Implement global and per instance shader uniforms.Juan Linietsky
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
2020-02-21Added StringName as a variant type.Juan Linietsky
Also changed all relevant properties defined manually to StringName.
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
2020-01-15Use int64_t for EditorPropertyInteger and warn when out of double rangeAaron Franke
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.
2019-10-23Add clear menu entries for extending and replacing scriptsAnubhab Ghosh
2019-09-06Make editor inspector easing lines use the accent color when draggedHugo Locurcio
This makes their visual feedback more consistent with other controls. This also makes easing lines slightly more subtle by decreasing their opacity by 10%.
2019-08-31Default ColorPicker color mode settingBhupendra Aole
There is a new setting for Default ColorPicker color mode in Editor Settings->Interface->Inspector. Initially this setting will be RGB. Editor ColorPicker will always start with mode defined in this settiing. Fixes #30755 and #30754