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path: root/editor/project_manager.cpp
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2021-11-01Fix new projects always being created with OpenGLHugo Locurcio
Only Vulkan is fully implemented for now, so OpenGL isn't available in the project manager yet. This also makes the rendering driver checks use lowercase names everywhere for consistency.
2021-11-01[macOS] Add `create_instance` function to spawn editor copies.bruvzg
[macOS] Modify `create_project` function to detect and run app bundles using NSWorkspace to ensure app window is registered and activated correctly.
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-30Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio
- Use lowercase driver names for the `--rendering-driver` command line argument.
2021-10-30Add GLES2 2D renderer + Linux display managerlawnjelly
First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-05Merge pull request #52711 from m4gr3d/provide_getter_for_project_data_dir_masterRémi Verschelde
2021-09-15Provide a getter for the project data directory.ne0fhyk
2021-09-15--single-window is passed through project manager.Jacob Edie
This means you can start godot with --single-window
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-07-30Expose Vulkan's clustered and mobile backends in the project managerHugo Locurcio
Since OpenGL will not be available in Godot 4.0, this exposes a choice between Vulkan clustered and Vulkan mobile in the project manager. Despite the name, Vulkan mobile has many benefits on desktop platforms. It provides better performance on simple scenes, and ensures that you won't accidentally use unsupported features while testing your project on desktop platforms. The Vulkan backend setting was made into a "basic" setting so that it can be changed without having to enable the Advanced Settings toggle. This also improves list formatting to use bullet points and tweaks the property hint to be more descriptive.
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-22Implement textual ext/subresource IDs.reduz
* Friendlier with version control. * Generates pseudo unique IDs, to minimize conflicts when merging, but still user readable (so, not UUID). * Eventually will also allow to have more precisely named sub-resources in imported files. * This will allow better reloading on changes (including resources already loaded) as well as better keeping track of changes on the DCC. * Keeps backward compatibility with the old formats. * Binary and text format version incremented to mark breakage in forward compatibility.
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-17Merge pull request #47894 from Calinou/project-manager-add-keyboard-shortcutsRémi Verschelde
Add keyboard shortcuts to the project manager
2021-06-16EditorSettings: Factor code to compute auto display scaleRémi Verschelde
Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544.
2021-06-15Merge pull request #48597 from Calinou/editor-scale-auto-portraitRémi Verschelde
Handle portrait mode monitors in the automatic editor scale detection
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-06-08Separate version hash from version number in editor and project managerAndrii Doroshenko (Xrayez)
When copy-pasting the version from About dialog to bug reports at GitHub, this makes the version hash linkable to commits at GitHub.
2021-06-03Rename tabs in the project managerAaron Franke
2021-06-01Merge pull request #48770 from ↵Rémi Verschelde
LightningAA/scrollcontainer-ensure-item-visible-4.0 ScrollContainer: Expose `_ensure_focused_visible` to the scripting API and rename it to `ensure_control_visible`
2021-05-31ScrollContainer: Expose `_ensure_focused_visible` to the APILightning_A
Was renamed to `ensure_control_visible`
2021-05-20Change behavior of String.rightTomasz Chabora
2021-05-19Fix zip_root not being defined when importing by drag&dropEv1lbl0w
2021-05-09Handle portrait mode monitors in the automatic editor scale detectionHugo Locurcio
Using the smallest dimension of the width and height makes it possible to support both landscape and portrait monitors.
2021-05-07Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A
InputEventWithModifiers properties/methods
2021-05-04Merge pull request #47855 from aaronfranke/doubleclickRémi Verschelde
Rename `doubleclick` to `double_click`
2021-05-04Rename `doubleclick` to `double_click`Aaron Franke
2021-04-28Make it possible to copy the Godot version identifier by clicking itHugo Locurcio
This closes #24317.
2021-04-16Add the About dialog to the project managerHugo Locurcio
The About button is located in the bottom-right corner of the project manager. This allows removing the copyright notice from the window title (which looked a bit ugly in comparison to other applications).
2021-04-14Strip leading/trailing whitespace for project name in the project managerHugo Locurcio
This affects creating projects and renaming them.
2021-04-14Add keyboard shortcuts to the project managerHugo Locurcio
- Ctrl + N: New Project - Ctrl + I: Import Project - Ctrl + S: Scan for Projects - Ctrl + E: Edit Project - Ctrl + R: Run Project - F2: Rename Project - Delete: Remove Project - Already implemented previously, but moved to use `ED_SHORTCUT()`. Note that depsite using `ED_SHORTCUT()`, these shortcuts won't appear in the Editor Settings' Shortcuts dialog and won't be remappable since the project manager code isn't run in the editor.
2021-04-06Merge pull request #47200 from LightningAA/delete-from-project-manager-4.0Rémi Verschelde
Add the ability to remove project contents from the remove project dialog
2021-04-05Merge pull request #47636 from qarmin/inputRémi Verschelde
Fix crashes in *_input functions
2021-04-05Fix crashes in *_input functionsRafał Mikrut
2021-04-05Automatically focus the Search field when displaying asset libraryHugo Locurcio
- Focus the project search box when switching from the Templates tab back to the Projects tab in the project manager. - Add a context-specific placeholder for the asset library search box. - Rename "Search" project filter box placeholder to the more descriptive "Filter projects". When performing a search on an existing selection, "Filter" is more accurate than "Search".
2021-04-01Merge pull request #42890 from Ev1lbl0w/bugfix-import-zipRémi Verschelde
Allow Godot to import .ZIP files with non-regular structure
2021-03-26Fixes project manager window size scalingKyle
This is a workaround fix for a Vector2i multiplication regression issue that prevents the project manager window size from scaling correctly. This calculates the new window size x and y values separately.
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-03-20Add the ability to remove project contents from the remove project dialogLightning_A
2021-03-20Fix project icon size in Project ManagerHaoyu Qiu
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%
2021-02-12Adjust auto scale on high res displaysAnsraer
2021-02-07Display loading text while the project manager is loadingHugo Locurcio
This hints the user that the project manager is currently busy loading the project. This is important for the HTML5 editor as the current feedback isn't very obvious. This also removes the unused `_exit_dialog` function.
2021-02-03Import zip via drag and drop in project manager.Fabio Alessandrelli
Dropping a single ZIP file in the project manager will now prompt the import dialog.
2021-02-02Merge pull request #45648 from Kanabenki/check-project-manager-dirsRémi Verschelde
Check default project and autoscan directories exist on project manager startup
2021-02-02Check default project and autoscan directories exist on project manager startupKanabenki
2021-02-01Make the Open Project Folder button more visible in the project managerHugo Locurcio
This closes https://github.com/godotengine/godot-proposals/issues/619.