Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-01-07 | Fix some more wrong node names | kobewi | |
2022-01-06 | Prevent saving branches in foreign scenes | SaracenOne | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-21 | Merge pull request #55761 from KoBeWi/alt_hack | Rémi Verschelde | |
2021-12-13 | Allow to copy foreign nodes | kobewi | |
2021-12-11 | Stop asuming a default value of NIL means there's no default | Pedro J. Estébanez | |
2021-12-09 | Add drag and drop for NodePaths | kobewi | |
2021-12-09 | Replace String comparisons with "", String() to is_empty() | Nathan Franke | |
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings | |||
2021-12-03 | Add `New Shader` option to the FileSystemDock popup menu. | Yuri Roubinsky | |
2021-12-01 | Fix editor crash when expanding/collapsing empty scene tree | Andreas Raddau | |
2021-11-29 | Fix scene tree dock icon not switching colors on theme change | Hugo Locurcio | |
This fixes the "three vertical dots" button at the right of the scene tree dock when switching from a dark theme to a light theme or vice versa. | |||
2021-11-22 | Added `reset_size` method to `Control` and `Window` classes | Yuri Roubinsky | |
2021-11-12 | Use "enum class" for input enums | Aaron Franke | |
2021-11-12 | Use Enter instead of F2 as an editor renaming shortcut on macOS | Hugo Locurcio | |
2021-11-12 | Modules: Make sure to include modules_enabled.gen.h where needed | Rémi Verschelde | |
2021-11-11 | Fix node naming in scene tree dock | kobewi | |
2021-11-07 | Unify determination of default property values | Pedro J. Estébanez | |
2021-11-04 | Add is_built_in() method to Resource | kobewi | |
2021-11-03 | Merge pull request #54072 from KoBeWi/hrcr_is_ded | Rémi Verschelde | |
2021-11-03 | Infer shader type based on edited node | kobewi | |
2021-10-28 | Remove node_hrcr hack | kobewi | |
2021-10-06 | Merge pull request #45699 from TokageItLab/implement-skeleton-editor-gizmo | Rémi Verschelde | |
Implement Skeleton Editor Gizmo | |||
2021-10-07 | Implemented SkeletonEditorGizmo | Silc Renew | |
Co-authored-by: Lyuma <xn.lyuma@gmail.com> | |||
2021-10-04 | Merge pull request #51413 from KoBeWi/🚗 | Rémi Verschelde | |
2021-09-30 | Use range iterators for `Map` | Lightning_A | |
2021-09-30 | Rename Node's `filename` property to `scene_file_path` for clarity | Hugo Locurcio | |
2021-09-29 | Merge pull request #52172 from kleonc/scene-tree-dock-ensure-single-select | Rémi Verschelde | |
2021-09-15 | Allow disabling the RegEx module in the editor | Aaron Franke | |
2021-09-09 | Save branch as scene by dropping to filesystem | kobewi | |
2021-08-28 | SceneTreeDock Ensure to deactivate multi edit when selection changes to a ↵ | kleonc | |
single node | |||
2021-08-23 | Entirely removes BIND_VMETHOD in favor of GDVIRTUAL | reduz | |
* `_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. | |||
2021-08-11 | Focus the scene tree dock after hitting one of the "Create Root Node:" buttons | Lightning_A | |
2021-08-12 | Move the option to new menu | kobewi | |
2021-08-12 | Add option to not expand tree on node select | kobewi | |
2021-08-07 | Added editor dialog for easily creating shaders. | Yuri Roubinsky | |
2021-07-25 | Use const references where possible for List range iterators | Rémi Verschelde | |
2021-07-23 | Use C++ iterators for Lists in many situations | Aaron Franke | |
2021-07-22 | Merge pull request #50319 from nekomatata/optimize-node-path-check | Rémi Verschelde | |
Optimize NodePath update when renaming or deleting nodes in the editor | |||
2021-07-20 | Fix Change Node Type after Add Node Here | kobewi | |
2021-07-19 | Merge pull request #50517 from KoBeWi/🌳💣 | Rémi Verschelde | |
Assign value to property by dropping to scene tree | |||
2021-07-19 | Assign value to property by dropping to scene tree | kobewi | |
2021-07-18 | Optimize StringName usage | reduz | |
* 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. | |||
2021-07-13 | Add header theme type variations to labels | kobewi | |
2021-07-12 | Merge pull request #49725 from EricEzaM/multi-node-picking-fixes | Rémi Verschelde | |
Fixes for multi-node editing interactions. | |||
2021-07-09 | Optimize NodePath update when renaming or deleting nodes in the editor | PouleyKetchoupp | |
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. | |||
2021-07-08 | Fix node list with Add Node Here | kobewi | |
2021-07-07 | Add a root Node3D automatically if absent when adding preview sun and sky | Hugo Locurcio | |
This makes for a smoother prototyping process compared to displaying an error message. | |||
2021-06-30 | Coding style fix in editor NodePath update | PouleyKetchoupp | |
Added r_ prefix for reference arguments that can be modified. | |||
2021-06-29 | Merge pull request #49812 from nekomatata/node-path-editor-update | Rémi Verschelde | |
NodePath properly updated in the editor in more cases when nodes are moved or renamed | |||
2021-06-28 | NodePath properly updated in the editor in more cases | PouleyKetchoupp | |
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> |