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path: root/editor/filesystem_dock.cpp
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2021-03-22Improved 3D Scene ImporterJuan Linietsky
* Added option for importers to show an Advanced settings dialog * Created advanced settings dialog for Scene Importer * Cleaned up importers (remove many old/unused options) * Added the ability to customize every node, material, mesh and animation individually * Saving to animations and meshes to files is now a manual process, making it more predictable * Added the ability for materials to be replaced by external files (or to be made external, up to you). * When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it. WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-03-14Use OS-specific terminology for "Move to Trash" in the editor filesystemHugo Locurcio
This closes https://github.com/godotengine/godot-proposals/issues/2460.
2021-02-09Make FileSystem dock set its path to the base folder of files after changesMichael Alexsander
2021-01-26Merge pull request #44887 from ↵Rémi Verschelde
gongpha/crash!-on-expand-or-collapse-folder-in-filesystem-tree Fix crash on FileSystemDock's tree when trying to collapse or expand folder
2021-01-16Update path in the FileSystem dock after doing file operationsMichael Alexsander
2021-01-06Fix cases of resources destroyed too earlyPedro J. Estébanez
2021-01-04Fix crash on FileSystemDock's tree when trying to collapse or expand foldergongpha
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 🎆
2020-12-28Merge pull request #44569 from madmiraal/rename-unselect-deselectRémi Verschelde
Rename unselect to deselect
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-21Rename unselect to deselectMarcel Admiraal
2020-12-14Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal
Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-10FileSystemDock: List conflicting files on moveRémi Verschelde
Fixes #24167.
2020-12-03Made keyboard shortcuts for FileSystemDock visible in popupEric M
2020-12-03Added F2 shortcuts for renaming files & folders.Eric M
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.
2020-11-16Merge pull request #41263 from Calinou/filesystem-dock-rename-delete-optionRémi Verschelde
Rename the "Delete" option in the FileSystem dock to "Move to Trash"
2020-11-08Use Ctrl+Shift+C as the default FileSystem dock Copy Path shortcutHugo Locurcio
This closes #43396.
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
2020-10-26Improve file sortingGilles Roudière
2020-10-19Allow sorting files by typeGilles Roudière
2020-09-07Fixed expand/collapse folder option not showing in FileSystemDockEric M
2020-08-14Rename the "Delete" option in the FileSystem dock to "Move to Trash"Hugo Locurcio
It actually moves files to the system trash instead of removing them completely.
2020-08-14Modified FileSystemDock so folders can be selected for reimport.geekrelief
2020-07-03Remove String::find_last (same as rfind)Stijn Hinlopen
2020-07-01Fix some popups menu missing screen transform.Juan Linietsky
Closes #38591
2020-07-01Environment: Refactor code for readability + moreRémi Verschelde
- Makes all boolean setters/getters consistent. - Fixes bug where `glow_hdr_bleed_scale` was not used. - Split CameraEffects to their own source file. - Reorder all Environment method and properties declarations, definitions and bindings to be consistent with each other and with the order of property bindings. - Bind missing enum values added with SDFGI. - Remove unused SDFGI enhance_ssr boolean. - Sync doc changes after SDFGI merge and other misc changes.
2020-06-19Remove ToolButton in favor of ButtonHugo Locurcio
ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-07Allow duplicating files when holding ControlTomasz Chabora
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.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-26Open sub-windows as embedded if the OS does not support themJuan Linietsky
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Working multiple window support, including editorJuan Linietsky
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
2020-03-18Expose FileSystemDock to the scripting API and fixed signalsIgnacio Etcheverry
Fixed FileSystemDock's `file_removed` and `folder_removed` signals not being emitted because the emitted was using the wrong signal name.
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`.
2020-03-03Signals: Fix some regressions from #36426Rémi Verschelde
- Fix `callable_mp` bindings to methods which used to have default arguments passed to `bind_method`. We now have to re-specify them manually when connecting. - Re-add `GroupsEditor::update_tree` binding. - Misc code quality changes along the way.
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-23Signals: Make callbacks non-const, callable_mp can't handle itRémi Verschelde
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
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
2020-02-09Fixes broken scene created via New ResourceHaoyu Qiu
2020-02-04Make some QOL improvements to move operations in the FileSystem dockMichael Alexsander
2020-01-15Fixes a memory leak in FileSystemDockGilles Roudière
Co-authored-by: Rafał Mikrut <mikrutrafal54@gmail.com>
2020-01-09Add option to disable loading scripts in ScriptCreateDialogMichael Alexsander
2020-01-09Update file list in split view when setting main scenevolzhs