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path: root/editor/editor_settings.cpp
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2021-02-18Added ability to override built-in actions for the editorEric M
This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-02-14Merge pull request #45910 from Ansraer/default-scale-highres-monitorRémi Verschelde
Adjust auto scale on 4k monitors to 150%
2021-02-12Add ability to change Icon Saturationreduz
-Allows for more theme freedom -Allows for entirely B&W themes.
2021-02-12Improved Inspector Sub-Resource Editingreduz
-Better margins -Colors to delimit subresources better.
2021-02-12Adjust auto scale on high res displaysAnsraer
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-02Move project-specific editor data into res://.godot/editorAaron Franke
2021-01-25Fix minimap capturing events and improve its themeYuri Sizov
Add an editor setting for minimap opacity in visual editors
2021-01-18Merge pull request #45270 from Calinou/editor-tweak-font-hinting-hintRémi Verschelde
Tweak the "Auto" editor setting hints to be more indicative
2021-01-18Tweak the "Auto" editor setting hints to be more indicativeHugo Locurcio
This affects the editor scale and font hinting settings which will now display their automatically chosen value in parentheses.
2021-01-18Merge pull request #32321 from Calinou/editor-disable-quit-confirmationRémi Verschelde
Remove the editor quit confirmation when there are no unsaved changes
2021-01-18Tweak the Contextual Ligatures editor setting hint for consistencyHugo Locurcio
Title Case is used for all enum values in Godot.
2021-01-06Remove the editor quit confirmationHugo Locurcio
The editor will still ask for confirmation if the user is working on unsaved scenes.
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 🎆
2020-12-29Add an editor setting for the 3D selection box colorHugo Locurcio
A restart is required to apply the setting change.
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-20Add animation reset track featurePedro J. Estébanez
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2020-12-19Increase the default Camera Zfar to 4000Hugo Locurcio
This makes it possible to view far away objects without having to tweak any settings. This results in a more usable editor when working on large-scale levels. This change should have no impact on performance, but note that Z-fighting will be visible at a distance. This can be made less visible by increasing the Znear value (however, doing so will cause nearby surfaces to disappear). This change was also applied to the editor, but it will only apply to newly created scenes. This also changes the default camera settings in the glTF importer to match the Camera node's defaults.
2020-12-13[Complex Text Layouts] Add variable fonts support.bruvzg
2020-12-10PVRTC: Move compress func to `modules/pvr`, drop obsolete PVRTexTool codeRémi Verschelde
The code we had for PVRTexTool doesn't work as it's not compatible with current PVRTexTool CLI options, and likely hasn't been for years. Instead, we have our own vendored pvrtccompressor thirdparty library which all users have thus de-facto been using. This commit moves the compress code to `modules/pvr` where it belongs. There's no proper compress function for PVRTC 2-bit format, that's a bug that will need to be fixed (currently it's compressed as 4-bit format even if you use Image::FORMAT_PVRTC2). Fixes #28669.
2020-12-09Cleanup unused engine codeTomasz Chabora
2020-12-02Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut
2020-11-26[Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg
use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
2020-11-21Use a power-of-two value for Primary Grid Steps in the 3D editorHugo Locurcio
This matches the 2D editor default behavior. Powers of two are usually better for grid divisions as they are often used in level design.
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-09-10Remove breakpoints from editor settingsPaulb23
2020-09-10Add main_gutter (breakpoints, bookmarks, execution lines) to code_editPaulb23
2020-09-09Rename ShortCut to Shortcut which is more grammatically correctHugo Locurcio
See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980.
2020-09-03Merge pull request #41022 from qarmin/fixes_leak_with_creating_settingsRémi Verschelde
Fixes leak with creating editor settings
2020-08-17Revert "[Windows] Attach to parent console instead of creating new one."bruvzg
This reverts commit 4f7a49db53c6aaabeca70fe8901144af708fb6b2.
2020-08-15Add an editor setting to invert 3D pan/orbit on the X axisHugo Locurcio
This also makes the invert Y axis option apply to 3D panning. This closes #28082.
2020-08-11[Windows] Attach to parent console instead of creating new one.bruvzg
2020-08-04Fixes leak with creating editor settingsRafał Mikrut
2020-07-23Add multiple programming language support to class referenceHaSa1002
2020-07-11Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb23
- Extacted all syntax highlighting code from text edit - Removed enable syntax highlighting from text edit - Added line_edited_from signal to text_edit - Renamed get/set_syntax_highlighting to get/set_syntax_highlighter - Added EditorSyntaxHighligher
2020-05-22Dynamic infinite 3D gridAaron Franke
Well, infinite for all intents and purposes.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-29Add option for editor freelook camera sensitivity1abinitio1
2020-04-18Add editor freelook navigation scheme settingsHugo Locurcio
Depending on what one is trying to achieve, a different freelook mode may be more desirable. This closes #34034.
2020-04-04Merge pull request #37391 from dreamsComeTrue/embedded-windows-modeRémi Verschelde
Expose 'Embedded Windows Mode' as Editor and Project Settings
2020-04-03Expose 'Embedded Windows Mode' as Editor and Project SettingsDominik 'dreamsComeTrue' Jasiński
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-26Added a Window node, and made it the scene root.Juan Linietsky
Still a lot of work to do.
2020-03-26Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky
2020-03-20i18n: Add support for translating the class referenceRémi Verschelde
- Parse `.po` files from `doc/translations/*.po` like already done with `editor/translations/*.po`. - Add logic to register a doc translation mapping in `TranslationServer` and `EditorSettings`. - Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`). Strings are automatically dedented and stripped of whitespace to ensure that they would match the translation catalog. - Use `DTR()` to translate relevant strings in `EditorHelp`, `EditorInspector`, `CreateDialog`, `ConnectionsDialog`. - Small simplification to `TranslationLoaderPO`, the path argument was not really meaningful.
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`.
2020-03-01Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-02-27Merge pull request #36232 from Calinou/add-soft-line-length-guidelineRémi Verschelde
Add a soft line length guideline to the script editor