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path: root/editor/scene_tree_dock.cpp
AgeCommit message (Collapse)Author
2021-01-06Fix cases of resources destroyed too earlyPedro J. Estébanez
2021-01-05Properly edit the instanced node in the inspectorkobewi
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 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-23Rename Control margin to offsetMarcel 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()
2020-12-09Cleanup unused engine codeTomasz Chabora
2020-12-05Remove connect *_compat methodsAaron Franke
2020-11-28Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-reworkRémi Verschelde
Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
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.
2020-11-23Implement new shortcuts system.Eric M
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
2020-11-23Added accept_event() calls for SceneTreeDock and BaseButtonEric M
2020-11-18Fixed deletion of nodes with exported node pathsMarcus Brummer
2020-11-17Merge pull request #38201 from Calinou/editor-f2-rename-nodeRémi Verschelde
Require Ctrl for switching between editors, bind F2 to Rename Node
2020-11-13SceneTree: Fix reparent crash with animation tracks renaming disabledRémi Verschelde
This check was there since the first commit in 2014, but a later feature added in 2018 with #17717 did not properly update the code while adding non animation-related code in `perform_node_renames`. Fixes #40532.
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
2020-10-26Fix error on attaching scriptGilles Roudière
2020-10-18Keep 'Editor Description' metadata when changing a Node's typeGabriel Van Eyck
Also copy edit group/lock when replacing a Node3D
2020-10-09Add ability to bind an unbind arguments to Callable.reduz
2020-09-25Fixed renaming/moving of nodes with exported NodePathsMarcus Brummer
2020-09-17Fix changing icons' colors when switch dark and light themebooer
2020-07-24Fix TTR misuseSkyJJ
2020-07-23Small naming and tooltip tweaksMichael Alexsander
2020-07-21Remove duplicate node update callNehluxhes
2020-07-14Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen
resource depency dialogs).
2020-07-02Merge pull request #40034 from hinlopen/fix-new-node-crashRémi Verschelde
Fix: Crash when trying to add new node
2020-07-02Fix crash by calculating wrong size of array.Stijn Hinlopen
2020-07-01Fix some popups menu missing screen transform.Juan Linietsky
Closes #38591
2020-07-01Merge pull request #39954 from hinlopen/delete-nodes-msgRémi Verschelde
Delete Nodes message
2020-07-01Deleting multiple nodes displays correct message.Stijn Hinlopen
2020-06-30Add Control to preferred typesStijn Hinlopen
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.
2020-06-09Fix scene tree showing up when the root selection is presentMichael Alexsander
2020-05-31Prevent crash attaching a script with no languages registeredAndrii Doroshenko (Xrayez)
2020-05-19Keep "lock" metadata when changing a Node's type, if applicableMichael Alexsander
2020-05-15Replace 'add_child_below_node' with 'add_sibling' in NodeDominik 'dreamsComeTrue' Jasiński
Fixes: #19642
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.
2020-05-11Merge pull request #38594 from Calinou/rename-clear-script-actionRémi Verschelde
Rename the Clear Script editor action to Detach Script
2020-05-10Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde
Part of #33027.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
2020-05-09Rename the Clear Script editor action to Detach ScriptHugo Locurcio
This makes it more obvious that the script won't be modified in any way. See comments in #27813.
2020-05-01Proper naming and ordering when Duplicate nodesDominik 'dreamsComeTrue' Jasiński
Fixes: #38162
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-25Require Ctrl for switching between editors, bind F2 to Rename NodeHugo Locurcio
Switching between editors now requires holding Ctrl to avoid conflicts with the new F2 shortcut. The asset library can now be accessed by pressing Ctrl + F4 on Windows and Linux, or Alt + 4 on macOS. This partially addresses #38139.
2020-04-21Fix "Local" button not being pressed in the Scene dock on first runMichael Alexsander
2020-04-06Remove Node.get_position_in_parent()Tomasz Chabora
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-27Rename more 2D and 3D nodes to follow conventionRémi Verschelde
Rename editor plugins to match the new node names.