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path: root/editor/scene_tree_dock.cpp
AgeCommit message (Collapse)Author
2022-01-13Merge pull request #55569 from KoBeWi/expand_all_was_a_mistakeRémi Verschelde
2022-01-07Fix some more wrong node nameskobewi
2022-01-06Prevent saving branches in foreign scenesSaracenOne
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-23Move and rename Collapse/Expand All buttonkobewi
2021-12-21Merge pull request #55761 from KoBeWi/alt_hackRémi Verschelde
2021-12-13Allow to copy foreign nodeskobewi
2021-12-11Stop asuming a default value of NIL means there's no defaultPedro J. Estébanez
2021-12-09Add drag and drop for NodePathskobewi
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-03Add `New Shader` option to the FileSystemDock popup menu.Yuri Roubinsky
2021-12-01Fix editor crash when expanding/collapsing empty scene treeAndreas Raddau
2021-11-29Fix scene tree dock icon not switching colors on theme changeHugo 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.
2021-11-22Added `reset_size` method to `Control` and `Window` classesYuri Roubinsky
2021-11-12Use "enum class" for input enumsAaron Franke
2021-11-12Use Enter instead of F2 as an editor renaming shortcut on macOSHugo Locurcio
2021-11-12Modules: Make sure to include modules_enabled.gen.h where neededRémi Verschelde
2021-11-11Fix node naming in scene tree dockkobewi
2021-11-07Unify determination of default property valuesPedro J. Estébanez
2021-11-04Add is_built_in() method to Resourcekobewi
2021-11-03Merge pull request #54072 from KoBeWi/hrcr_is_dedRémi Verschelde
2021-11-03Infer shader type based on edited nodekobewi
2021-10-28Remove node_hrcr hackkobewi
2021-10-06Merge pull request #45699 from TokageItLab/implement-skeleton-editor-gizmoRémi Verschelde
Implement Skeleton Editor Gizmo
2021-10-07Implemented SkeletonEditorGizmoSilc Renew
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
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.