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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!
2018-10-16Use EditorQuickOpen dialog instead of EditorFileDialog when instancing a ↵Andrew McDonald
child scene. Addresses the bulk of #5180
2018-10-03Add a shortcut to the documentation in the scene tree RMB menugroud
2018-09-17Added warning when disabling editable_instanceDualMatrix
Added warning when disabling editable_instance to prevent data loss.
2018-08-08Add toggle for favorites in create_root_dialog.willnationsdev
2018-07-24Merge pull request #19729 from razcore-art/rename-discard-instancingRémi Verschelde
Rename 'Discard Instancing' to 'Make Local'
2018-07-15New option, make any node the new scene root.Juan Linietsky
2018-07-15Small feature to help users understand the editor faster.Juan Linietsky
2018-07-04Expose ScriptCreateDialog to EditorPluginwillnationsdev
2018-06-25Rename 'Discard Instancing' to 'Make Local'Răzvan C. Rădulescu
Rename the option in the right click menu in the Scene nodes because Discard Instancing is confusing (it could imply deleting the instance). I renamed it to Make Local which is used for example in Blender as well when talking about appending assets from other files. I think it's clearer. Or it can be renamed to Make Instance Local, but I thought it's a bit oo long so I went just with Make Local as this option appears in the menu only when the node is an instance anyway.
2018-05-16Added Rename Context Menu Option for SceneTreeDockEoin O'Neill
2018-05-08Merge pull request #15928 from StateOff/feature_batch_renameRémi Verschelde
Implements "Batch Rename" editor tool.
2018-02-21Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky
2018-01-22Implements "Batch Rename" editor tool.Blazej Floch
2018-01-11Fixes add script button updateGilles Roudiere
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-17Show sub-resources as sub-menuvolzhs
2017-11-22Add editor setting to allow keep show local scene tree while debugger start.geequlim
Rename editor setting scene_tree_refresh_interval to remote_scene_tree_refresh_interval.
2017-11-19Let SceneTreeDock duplicate nodes via Node::duplicate()Pedro J. Estébanez
Helps with #11182.
2017-11-15Add support for remote debug in scene tree.Juan Linietsky
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26Cleanup tons of obsolete commented out codeRémi Verschelde
Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings.
2017-08-12Updated function argument namesWilson E. Alvarez
2017-07-03Clicking on subscene icon will open itJakub Grzesik
All options are moved into RMB menu