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path: root/editor/scene_tree_dock.h
AgeCommit message (Collapse)Author
2021-10-21Remove unimplemented methodsMarcel Admiraal
2021-10-04Merge pull request #51413 from KoBeWi/🚗Rémi Verschelde
2021-09-15Allow disabling the RegEx module in the editorAaron Franke
2021-09-09Save branch as scene by dropping to filesystemkobewi
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.
2021-08-12Move 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
2021-07-22Merge pull request #50319 from nekomatata/optimize-node-path-checkRémi Verschelde
Optimize NodePath update when renaming or deleting nodes in the editor
2021-07-19Assign value to property by dropping to scene treekobewi
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.
2021-07-07Add 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
2021-04-30Implement 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)
2021-03-01Merge 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
2021-02-26Allow to create a node at specific positionTomasz Chabora
2021-02-26Prevent 'Change Type' on nodes from an instanced scenehilfazer
2021-02-13Remove Merge From Scenekobewi
2021-02-12Duplicate resources pasted to other sceneskobewi
2021-02-09Add node copy-pasteTomasz Chabora
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 🎆
2020-12-09Cleanup unused engine codeTomasz Chabora
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-09-17Fix changing icons' colors when switch dark and light themebooer
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.
2020-05-14Style: 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.
2020-05-09Rename 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.
2020-04-02Replace NULL with nullptrlupoDharkael
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`.
2020-01-01Update 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.
2019-11-11fixes #33439. The feature now changes according to the feature profile.Shivansh Anand
2019-10-23Add clear menu entries for extending and replacing scriptsAnubhab Ghosh
2019-09-27Placeholder dialog for editable childrenBhupendra Aole
Fire placeholder confirmation dialog box when editable children option is already checked. Fixes #28863
2019-07-19Adds contextual item in scene tree dock to wrap selection in a new nodeJulian Murgia
Fixes #20187
2019-07-04Smarter node placement after duplicatingTomasz Chabora
2019-07-02Merge pull request #19936 from Xrayez/collapse-buttonRémi Verschelde
Expand/collapse nodes recursively in scene tree dock
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.
2019-05-28Merge pull request #28349 from KoBeWi/sprite_editor_mistake_eraserRémi Verschelde
Add undo for Sprite Editor
2019-05-28Keep editable children on node duplicateTomasz Chabora
2019-04-23Add undo for Sprite EditorTomasz Chabora
2019-04-21Add ability to expand/collapse nodes recursively in scene tree dockAndrii Doroshenko (Xrayez)
To expand or collapse the node recursively (all children), hold `Shift` button and click on the node's folding arrow. The popup menu option `Expand/Collapse All" checks whether any node is expanded or collapsed first and performs the opposite operation. That means if any children node is collapsed, it will first expand all nodes at selected node. Co-authored-by: Rikhardur Bjarni Einarsson (MunWolf) badulf96@gmail.com
2019-04-08Add ability to edit editor feature profilesJuan Linietsky
Allows enabling/disabling parts of the editor and storing/loading profiles for that.
2019-03-18add check for inherted nodes when instanceyakun.zhang
2019-01-14Use SceneTreeDock to replace particles node properly, fixes #24162Juan Linietsky
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!