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2020-03-05Signals: Don't pass default binds to EditorProperty property_changedRémi Verschelde
This was done by mistake in #36758, but it's not necessary and actual causes a bug. `property_changed` is only emitted via `emit_changed()`, which already has default values for `p_field` and `p_changing`. Also reverted to using `String` for now to be on the safe side, even if it's inconsistent with `emit_changed()`. I had only changed it partially in #36758 so it was inconsistent. It probably does make sense to port `EditorInspector` and related property editors to use `StringName` where relevant, but that's for a dedicated PR. Fixes #36799.
2020-03-04Merge pull request #36739 from Calinou/improve-giprobe-editor-labelRémi Verschelde
Improve the GIProbe editor contextual label
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.
2020-03-02Improve the GIProbe editor contextual labelHugo Locurcio
- Change the label color depending on the estimated performance (green = fast, yellow = average, red = slow). - Use the Unicode multiplication symbol. - Make the label translatable.
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.
2020-02-29Merge pull request #36406 from nathanwfranke/revert-fix-signal-errorsRémi Verschelde
Partial revert "Fix two signal errors"
2020-02-28Signals: Fix signals error prints for the new signal systemMateo Dev .59
2020-02-28Signals: Manually port most of remaining connect_compat usesRémi Verschelde
It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
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.)
2020-02-28Merge pull request #36388 from AndreaCatania/some_renamesRémi Verschelde
Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28Renamed NavigationPolygonInstance to NavigationRegion2DAndrea Catania
2020-02-27Merge pull request #36232 from Calinou/add-soft-line-length-guidelineRémi Verschelde
Add a soft line length guideline to the script editor
2020-02-27Merge pull request #36490 from Calinou/assetlib-error-version-compatibilityRémi Verschelde
Mention version compatibility when there are no results in the assetlib
2020-02-27Merge pull request #36333 from Calinou/decrease-script-editor-split-widthRémi Verschelde
Decrease the script editor's default split width to 70
2020-02-27Renamed NavigationMeshInstance to NavigationRegionAndrea Catania
2020-02-27Merge pull request #36545 from nathanwfranke/syntax-highlight-int-typesRémi Verschelde
Fix autocomplete and highlighting for new integer types
2020-02-27Place paste after copy in new popup menu in visual shaderYuri Roubinsky
+ renamed _on_nodes_delete to _delete_nodes
2020-02-27Added popup menu for some actions in visual shadersYuri Roubinsky
2020-02-26Fix autocomplete and GDScript Highlighting for typesnathanwfranke
Types include new integer types and others
2020-02-26Fix a typo in the "Create Single Convex Collision Sibling" optionHugo Locurcio
2020-02-26Fix resizer icon color in VisualScripts/Shaders when graph headers is onYuri Roubinsky
2020-02-26Changed float type to int for INDEX visual shader inputYuri Roubinsky
2020-02-26Add support for integer type in visual shadersYuri Roubinsky
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-23Signals: Fix invalid connections to missing callbacksRémi Verschelde
These bugs existed since those lines were added, so I assume that their intended use is no longer relevant.
2020-02-23Mention version compatibility when there are no results in the assetlibHugo Locurcio
This closes #36469.
2020-02-23Partial revert "Fix two signal errors"nathanwfranke
This partially reverts commit a31bc1b0ba608ef340068676f6709621a37f2140. Possible compatibility issues with #35864 that I am not sure about. Do I need to change "connect" to "connect_compat"?
2020-02-23Replace FALLTHROUGH macro by C++17 [[fallthrough]]Rémi Verschelde
This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-21Merge pull request #36421 from Chaosus/vs_sort_custom_nodsYuri Roubinsky
Refactor node processing in visual shader member dialog
2020-02-21Refactor node processing in visual shader member dialogYuri Roubinsky
2020-02-21Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-20Merge pull request #36340 from nathanwfranke/fix-signal-errorsRémi Verschelde
Fix two signal errors, remove unused break_request signals in profilers
2020-02-19Fix two signal errorsnathanwfranke
Update
2020-02-19Make orthogonal view mode persistent in new scenejanglee
Fixes #36339.
2020-02-18Decrease the script editor's default split width to 70Hugo Locurcio
This also makes its value change to match the editor scale.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-15Increase the width of the "Connections to method" dialogHugo Locurcio
This closes #36245.
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
2020-02-15Add a soft line length guideline to the script editorHugo Locurcio
The default value is 80. The hard line length guideline's default column has been moved to 100 to account for the new soft line length guideline. It can be disabled by setting its value to the same column as the hard line length guideline. This closes https://github.com/godotengine/godot-proposals/issues/347.
2020-02-14Merge pull request #36044 from dreamsComeTrue/fix-replace-all-shortcutRémi Verschelde
Added 'Replace in files' functionality to text editors
2020-02-14Restore cubemaps in visual shadersYuri Roubinsky
2020-02-13Added 'Replace in files' functionality to text editorsDominik 'dreamsComeTrue' Jasiński
Fixes issue #31146
2020-02-13Restore drag&drop textures in visual shadersYuri Roubinsky
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-13Added virtual method to VisualShaderNodeCustom to enable high-end markYuri Roubinsky
2020-02-12Added high-end (Vulkan) label to some functions in visual shaderYuri Roubinsky
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-11Fix problems with concave shapes in the TileSet editorMichael Alexsander