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path: root/editor/scene_tree_dock.cpp
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2021-10-04Merge pull request #51413 from KoBeWi/🚗Rémi Verschelde
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-30Rename Node's `filename` property to `scene_file_path` for clarityHugo Locurcio
2021-09-29Merge pull request #52172 from kleonc/scene-tree-dock-ensure-single-selectRémi Verschelde
2021-09-15Allow disabling the RegEx module in the editorAaron Franke
2021-09-09Save branch as scene by dropping to filesystemkobewi
2021-08-28SceneTreeDock Ensure to deactivate multi edit when selection changes to a ↵kleonc
single node
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.
2021-08-11Focus the scene tree dock after hitting one of the "Create Root Node:" buttonsLightning_A
2021-08-12Move the option to new menukobewi
2021-08-12Add option to not expand tree on node selectkobewi
2021-08-07Added editor dialog for easily creating shaders.Yuri Roubinsky
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-22Merge pull request #50319 from nekomatata/optimize-node-path-checkRémi Verschelde
Optimize NodePath update when renaming or deleting nodes in the editor
2021-07-20Fix Change Node Type after Add Node Herekobewi
2021-07-19Merge pull request #50517 from KoBeWi/🌳💣Rémi Verschelde
Assign value to property by dropping to scene tree
2021-07-19Assign value to property by dropping to scene treekobewi
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.
2021-07-13Add header theme type variations to labelskobewi
2021-07-12Merge pull request #49725 from EricEzaM/multi-node-picking-fixesRémi Verschelde
Fixes for multi-node editing interactions.
2021-07-09Optimize NodePath update when renaming or deleting nodes in the editorPouleyKetchoupp
Now the process uses a Map to lookup node pointers instead of iterating over all modified node paths in a list and comparing them for each property to check. The process also avoids checking properties with empty node paths and does an early exit on deleted nodes to avoid checking the node and its descendants. Also made a minor change in NodePath::rel_path_to() to avoid resizing a Vector many times for long paths (with copy-on-write each time). Now it's down to 2 resize calls in any case.
2021-07-08Fix node list with Add Node Herekobewi
2021-07-07Add a root Node3D automatically if absent when adding preview sun and skyHugo Locurcio
This makes for a smoother prototyping process compared to displaying an error message.
2021-06-30Coding style fix in editor NodePath updatePouleyKetchoupp
Added r_ prefix for reference arguments that can be modified.
2021-06-29Merge pull request #49812 from nekomatata/node-path-editor-updateRémi Verschelde
NodePath properly updated in the editor in more cases when nodes are moved or renamed
2021-06-28NodePath properly updated in the editor in more casesPouleyKetchoupp
Fix more cases of node path needing an update when nodes are renamed or moved in the editor. Built-in node properties: Before, node paths were checked only for script export variables. Now all properties are checked from the node, which includes built-in node properties. Allows proper node path updates for nodes like remote transform, physics joints, etc. Arrays and dictionaries: Node paths nested in array and dictionary properties are now also updated in the editor. Also update the documentation to be clear about node path update in the editor and at runtime. Co-authored-by: latorril <latorril@gmail.com>
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-19Fixes for multi-node editing interactions.Eric M
1. When having 2 nodes selected, deselecting one in the ScemeTreeDock would keep the inspector in MultiNodeEdit rather than editing the one remaining node directly. This is now fixed. Closes #49451 2. In the Node3D editor, Shift-Selecting a region (drag selecting) would *deselect* nodes which were already selected, and select ones which were not, essentially inverting the selection. This is now fixed - shift-drag-selecting will only add nodes to the selection. To deselect, individual nodes can be clicked on. I am not sure if there is an issue open for this - it was a bug I found while testing other changes. 3. Other minor code cleanup.
2021-06-16Revert "Fix SceneTreeDock::_selection_changed to handle to single selection ↵Rémi Verschelde
from Multiple Selection"
2021-06-10[49451] fix: Control _selection_changed from Multiple SelectionAitor Cereceto
2021-06-07Don't remap resources belonging to instancekobewi
2021-05-17Improve TreeItem API and allow to move nodestrollodel
2021-05-07Merge pull request #47530 from likeich/add_instance_child_shortcutRémi Verschelde
Adds command+shift+a shortcut to instance a scene
2021-05-06Remove extra separatorKyle
Removes an extra separator when Scene Tree Editing is disabled. Discussed in #48518
2021-05-06Fixed cut/copy/paste visibilityKyle
Fixes #48514 by moving the visibility of these buttons into their own if statement that depends on if scene tree editing is allowed. Previously it was under the script editing setting which is unexpected as it works with nodes and the scene tree.
2021-04-30Implement Particle Trailsreduz
-Enable the trails and set the length in seconds -Provide a mesh with a skeleton and a skin -Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh -Works deterministically -Fixed particle collisions (were broken) -Not working in 2D yet (that will happen next)
2021-04-19Merge pull request #47611 from Bhu1-V/PR/instance-scene-fixRémi Verschelde
2021-04-17instance-scene: make parent as edited_scene if no parent selected.Bhuvan Vemula
2021-04-12Add a tooltip to document performance issues of the Remote scene treeHugo Locurcio
2021-04-05Fix crashes in *_input functionsRafał Mikrut
2021-04-01Merge pull request #46991 from madmiraal/rename-invert-reverseRémi Verschelde
Rename Array.invert() to Array.reverse()
2021-03-31Add ctrl+shift+a to instance scene in scenetree dockKyle
Adds another key shortcut to instance a scene in the scentree dock. Complements ctrl+a to add a node.
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-03-21Tweak error messages for the Save Branch as Scene editor optionHugo Locurcio
See https://github.com/godotengine/godot-proposals/issues/2433.
2021-03-21Rename Array.invert() to Array.reverse()Marcel Admiraal
Does the same internally for List and Vector<>, which includes all PackedArray types.
2021-03-11Merge pull request #46510 from hilfazer/nested_scene_duplication_4_0Rémi Verschelde
Support for duplication of nested instanced scenes
2021-03-11Support for duplication of nested instanced sceneshilfazer
2021-03-01Merge pull request #41437 from KoBeWi/put_it_hereRémi Verschelde
Allow to create a node at specific position
2021-02-28SceneTreeDock: Changed "Save Branch as Scene" to make use of ↵Oliver Dick
Node::duplicate_from_editor, which is also used by "Duplicate" function of the SceneTreeDock - Removed Node::duplicate_and_reown method as it is not used anymore