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path: root/editor/project_settings_editor.cpp
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2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-12-21Fix closing project setting window with ESC while listening for inputMarkus Sauermann
This is done by disallowing ESC to be used for closing the window while the filter-LineEdit is focused.
2022-12-07Add feature tags to signify engine float precisionMikael Hermansson
2022-12-01Allow specifying a prefix to automatically detect library files for ↵Gilles Roudière
gdextension exports
2022-11-02Unify usage of undo_redo in editorkobewi
2022-10-18Unify usage of GLOBAL/EDITOR_GETkobewi
2022-10-08Only show named layers in layer menuHaoyu Qiu
2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-10-06Split `action_map_editor` file into one file per class it contained.Eric M
* ActionMapEditor * EventListenerLineEdit * InputEventConfigurationDialog
2022-09-07Fix key mapping changes when moving from macOS to other platformbruvzg
Removes separate `Command` key (use `Meta` instead). Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
2022-09-06Improve naming of theme properties throughout GUI codeYuri Sizov
Rename ItemList's bg -> panel Rename ItemList's bg_focus -> focus Rename ProgressBar's bg -> background Rename ProgressBar's fg -> fill Rename Tree's bg -> panel Rename Tree's bg_focus -> focus Rename ScrollContainer's bg -> panel Rename FileDialog's *_icon_modulate -> *_icon_color Rename FileDialog's files_disabled -> file_disabled_color Rename CheckButton's on/off -> checked/unchecked Rename check_v_adjust -> check_v_offset
2022-08-29Revert "Remove NOTIFICATION_ENTER_TREE when paired with ↵Rémi Verschelde
NOTIFICATION_THEME_CHANGED" This reverts commit 4b817a565cab8af648c88cfc7ab6481e86ee3625. Fixes #64988. Fixes #64997. This caused several regressions (#64988, #64997, https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605) which point at a flaw in the current logic: - `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with `NOTIFCATION_THEME_CHANGED` as introduced in #62845. - Some classes use their `THEME_CHANGED` to cache theme items in member variables (e.g. `style_normal`, etc.), and use those member variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE` notification is now deferred, they end up accessing invalid state and this can lead to not applying theme properly (e.g. for EditorHelp) or crashing (e.g. for EditorLog or CodeEdit). So we need to go back to the drawing board and see if `THEME_CHANGED` can be called earlier so that the previous logic still works? Or can we refactor all engine code to make sure that: - `ENTER_TREE` and similar do not depend on theme properties cached in member variables. - Or `THEME_CHANGE` does trigger a general UI update to make sure that any bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE` does arrive for the first time. But that means having a temporary invalid (and possibly still crashing) state, and doing some computations twice which might be heavy (e.g. `EditorHelp::_update_doc()`).
2022-08-27Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGEDAaron Record
2022-08-22Add per-scene UndoRedokobewi
2022-08-02Change translation remaps if files are movedPucklaMotzer09
2022-07-31Merge pull request #49045 from foxydevloper/hide-custom-settings-non-advancedRémi Verschelde
2022-07-31Extract EditorResourceConversionPlugin into its own source files and clean ↵Yuri Sizov
up editor includes
2022-07-31Hide altering custom properties in basic modefox
Hides the row for adding and removing custom properties from showing up when advanced mode is disabled.
2022-07-28Rename RenderingServer global shader uniform methods to be more explicitHugo Locurcio
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference.
2022-07-26Split up editor export code into multiple filesAaron Franke
2022-07-09Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialogFireForge
2022-06-21Implement Running Godot as Movie Writerreduz
* Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-05-31Merge pull request #61455 from fire-forge/tabRémi Verschelde
Add color contrast to TabContainer backgrounds in the editor
2022-05-28Use consistent casing in editor filter/search barsFireForge
2022-05-26Use "odd" style for TabContainers on base BG colorFireForge
- Use the "odd" style for TabContainers that are on a background with the same color as the default TabContainer background color to add contrast
2022-05-20Add a new HashSet templatereduz
* Intended to replace RBSet in most cases. * Optimized for iteration speed
2022-05-19Use range iterators for RBSet in most casesAaron Record
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-12Add a new HashMap implementationreduz
Adds a new, cleaned up, HashMap implementation. * Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing). * Keeps elements in a double linked list for simpler, ordered, iteration. * Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much for performance vs keeping the key, but helps replace old code). * Uses a more modern C++ iterator API, deprecates the old one. * Supports custom allocator (in case there is a wish to use a paged one). This class aims to unify all the associative template usage and replace it by this one: * Map<> (whereas key order does not matter, which is 99% of cases) * HashMap<> * OrderedHashMap<> * OAHashMap<>
2022-05-05Disallow Callable, Signal and RID in export arrayskobewi
2022-04-06Fix some issues found by cppcheck.bruvzg
2022-04-05[Input] Add extra `shortcut_input` input processing step to process Unicode ↵bruvzg
character input with Alt / Ctrl modifiers, after processing of shortcuts.
2022-03-17Make `TabBar/Container` default their alignments to the left instead of centerMichael Alexsander
2022-03-18Improve inspector filteringHaoyu Qiu
2022-03-09Fix Autoload capitalization inconsistencyHaoyu Qiu
2022-03-04Replace some bits of code left to work with the new `TabContainer`Michael Alexsander
2022-03-03Make `TabContainer` use `TabBar` internallyMichael Alexsander
2022-02-16Convert _notification methods to switch - Chunk CJakob Bouchard
2022-02-08Revert "Add missing SNAME macro optimization to all theme methods call"Rémi Verschelde
This reverts commit a988fad9a092053434545c32afae91ccbdfbe792. As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used everywhere but only in critical code paths. For theme methods specifically, it was by design that only getters use `SNAME` and not setters.
2022-02-06Add missing SNAME macro optimization to all theme methods calljmb462
2022-02-03Merge pull request #57562 from AnilBK/string-add-containsRémi Verschelde
String: Add contains().
2022-02-03Merge pull request #57175 from fire-forge/add-type-iconsRémi Verschelde
Add type icons to Project Settings, Array, and Dictionary editors
2022-02-04String: Add contains().Anilforextra
2022-02-03Add type icons to Project Settings, Array, and Dictionary editorsfire540
2022-02-01Minor fixes/refactoring of project and editor setting dialogsHendrik Brucker
2022-01-16Merge pull request #56832 from Chaosus/fix_themingYuri Roubinsky
2022-01-16Fix theming update in several editor classesYuri Roubinsky
2022-01-14Remove support for PVRTC texture encoding and decodingHugo Locurcio
On the only platform where PVRTC is supported (iOS), ETC2 generally supersedes PVRTC in every possible way. The increased memory usage is not really a problem thanks to modern iOS' devices processing power being higher than its Android counterparts.
2022-01-12Check if action name exists before adding it or renaming an action to itMarcel Admiraal
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!