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path: root/editor/scene_tree_dock.cpp
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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: 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.)
2020-02-21Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18Fix typo/spelling: "exisiting" -> "existing"follower
Specifically: "exisiting_script_removable" -> "existing_script_removable"
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
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
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-02Fix error when closing Attach Node Script windowvolzhs
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-24Cleans up headers included in editor_node.hHaoyu Qiu
2019-11-11fixes #33439. The feature now changes according to the feature profile.Shivansh Anand
2019-11-04Another scene tree dock menu cleanupTomasz Chabora
2019-11-01Fix Batch Rename not openingEdi Cikovic
2019-10-23Add clear menu entries for extending and replacing scriptsAnubhab Ghosh
2019-09-28Fix "Make Scene Root" deleting previous root whenever focusing another sceneBojidar Marinov
Hopefully fixes #24484 and fixes #27222.
2019-09-27Merge pull request #31971 from ↵Rémi Verschelde
aole/placeholder-confirmation-dialog-for-editable-children Placeholder confirmation dialog for editable children
2019-09-27Placeholder dialog for editable childrenBhupendra Aole
Fire placeholder confirmation dialog box when editable children option is already checked. Fixes #28863
2019-09-25Merge pull request #32296 from ↵Rémi Verschelde
BenjaminRiley/save-original-scene-after-save-as-branch 'Save Branch as Scene' also saves original scene
2019-09-25'Save Branch as Scene' adds to undo historyBenjamin Riley
When saving a branch as a scene, can now undo replacing the original branch with the new branch scene. 'Save Branch as Scene' previously would not mark the original scene as changed, and therefore no prompt would appear if the scene was closed immediately after saving the branch. The new branch scene is not deleted when undo-ing.
2019-09-24Merge pull request #31925 from bojidar-bg/31855-overriden-properties-docsRémi Verschelde
Add overriden properties to the documentation
2019-09-22Perform reparent if position changesTomasz Chabora
2019-09-20Merge pull request #32094 from Calinou/improve-delete-node-confirmation-2Rémi Verschelde
Improve the node deletion confirmation message
2019-09-14Fix some errors while reparenting nodes in the Scene dockMichael Alexsander Silva Dias
2019-09-11Improve the node deletion confirmation messageHugo Locurcio
- Add "the root node" in the beginning if the selected node is the current scene's root - Add "and its children" at the end of the message if the node has at least one child and is not an instanced scene
2019-09-04Add overriden properties to the documentationBojidar Marinov
Fixes #31855
2019-09-03Improve the node deletion confirmation messageHugo Locurcio
The confirmation message now displays the number of nodes to delete, or the node's name if only one node is selected.
2019-08-20Expose SceneTreeDock::get_tree_editor()thimenesup
This can be useful for plugins that rely on some signals emitted by it, Like my Networked Scene Editor plugin https://github.com/thimenesup/GodotNetworkedSceneEditor
2019-08-17Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-09Improve node Change Type optionTomasz Chabora
2019-07-23Fix some code found by Coverity Scan and PVS Studioqarmin
2019-07-20Merge pull request #30697 from bojidar-bg/6067-pale-customtype-scriptRémi Verschelde
Make custom types more subtle and more useful
2019-07-19Make custom types more subtle and more usefulBojidar Marinov
Implements #6067 (aaronfranke's idea) Fixes #26980
2019-07-19Adds contextual item in scene tree dock to wrap selection in a new nodeJulian Murgia
Fixes #20187
2019-07-15Fix crash when changing Node typehbina085
Prevent the application from crashing by simply checking if current "selection" is not null before accessing it. Fixes #30493
2019-07-06Sort selected nodes in scene tree before duplicationKanabenki
2019-07-05Merge pull request #30321 from KoBeWi/underdupRémi Verschelde
Smarter node placement after duplicating
2019-07-05Merge pull request #30316 from sparkart/masterRémi Verschelde
Reparent selection without flattening
2019-07-04SceneTreeDock will reset the ScriptCreateDialog's inheritance base typeLikeLakers2
2019-07-04Smarter node placement after duplicatingTomasz Chabora
2019-07-04Resolves Issue #30271 Reparent selection without flatteningEmmanuel Barroga
When reparenting a multi-selection via drag and drop, the hierarchy was flattened. This change resolves that issue.
2019-07-02Merge pull request #19936 from Xrayez/collapse-buttonRémi Verschelde
Expand/collapse nodes recursively in scene tree dock
2019-07-01Merge pull request #30196 from LikeLakers2/scenetreedock-script-creation-bugfixRémi Verschelde
SceneTreeDock will now only attach scripts to the selected node if the ScriptCreateDialog was opened from the SceneTreeDock
2019-07-01Remove unnecessary code and add some error explanationsqarmin
2019-06-29SceneTreeDock will now only attach scripts to the selected node if the ↵LikeLakers2
ScriptCreateDialog was opened from the SceneTreeDock
2019-06-19Merge pull request #26748 from raphael10241024/instanceRémi Verschelde
Fix editor crash when saving a scene containing an inherited scene instance.
2019-05-30Hide remote scene tree when adding new sceneCameron Reikes
- Don't show create_root_dialog if remote scenetree visible - Hide create_root_dialog on showing of remote scenetree Fixes #29288