Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-05-06 | Cleanup metadata usage | kobewi | |
2022-05-05 | Merge pull request #60161 from V-Sekai/instanced_children_color | Rémi Verschelde | |
Make editable children use warning color instead of disabled color | |||
2022-04-25 | Implement Scene Unique Nodes | reduz | |
Implements https://github.com/godotengine/godot-proposals/issues/4096 * Nodes can be marked unique to the scene in the editor (or via code). * Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched. * Implementation is very optimal, as these nodes are cached. | |||
2022-04-11 | Make instance's editable children use warning color instead of disabled color | SaracenOne | |
2022-03-27 | Fix errors when locking nodes | Michael Alexsander | |
2022-03-12 | Initialize bools in the headers in editor | Aaron Franke | |
2022-03-04 | Replace some bits of code left to work with the new `TabContainer` | Michael Alexsander | |
2022-02-16 | Convert _notification methods to switch - Chunk C | Jakob Bouchard | |
2022-02-15 | Editor: Cleanup some includes dependencies | Rémi Verschelde | |
Removes some unnecessary includes from `editor_node.h`, and instead add those where they're used. Removes unnecessary `editor_node.h` includes in various editor classes. Renames `dynamicfont` to `dynamic_font` in a couple files. Misc cleanup while jumping through that rabbit hole. | |||
2022-02-12 | Improve compilation speed (forward declarations/includes cleanup) | Hendrik Brucker | |
2022-02-08 | Revert "Add missing SNAME macro optimization to all theme methods call" | Rémi Verschelde | |
This reverts commit a988fad9a092053434545c32afae91ccbdfbe792. As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used everywhere but only in critical code paths. For theme methods specifically, it was by design that only getters use `SNAME` and not setters. | |||
2022-02-06 | Add missing SNAME macro optimization to all theme methods call | jmb462 | |
2022-02-06 | Add missing SNAME macro optimization in some function calls | jmb462 | |
2022-02-05 | Add visibility to CanvasLayer | kobewi | |
2022-01-26 | Rename String::is_subsequence_ofi to String::is_subsequence_ofn | Wilson E. Alvarez | |
2022-01-20 | Store panels and docks singletons in their own classes | trollodel | |
2022-01-16 | Fix theming update in several editor classes | Yuri Roubinsky | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
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 | |||
2021-12-06 | Fix bad popups offset in editor with single window off | jmb462 | |
Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com> Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com> | |||
2021-10-07 | Merge pull request #52962 from mujpao/fix-right-click-sub-nodes | Rémi Verschelde | |
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 | Rename Node's `filename` property to `scene_file_path` for clarity | Hugo Locurcio | |
2021-09-23 | Merge pull request #51920 from ↵ | Rémi Verschelde | |
jmb462/missing-sname-macro-optimization-in-some-functions | |||
2021-09-23 | Fix right clicking sub nodes after renaming parent | mujpao | |
2021-09-01 | Display the node name in scene tree dock tooltips | Hugo Locurcio | |
This makes long node names previewable without having to rename them. | |||
2021-08-20 | Add missing SNAME macro optimization for StringName in some functions | jmb462 | |
2021-08-17 | fixed the node not renaming when clicking elsewhere on the scene tree. | developer | |
2021-08-12 | Add option to not expand tree on node select | kobewi | |
2021-07-23 | Use C++ iterators for Lists in many situations | Aaron Franke | |
2021-07-23 | Remove extra signal firing in SELECT_MULTI mode | Silc 'Tokage' Renew | |
2021-07-23 | Revert "Fix duplicate selection in SceneTree" | Silc 'Tokage' Renew | |
This reverts commit 7d20d78847b24586b3f25beb23b41d015a25fb0a. # Conflicts: # editor/scene_tree_editor.cpp | |||
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. | |||
2021-07-17 | Fix duplicate selection in SceneTree | reduz | |
* It seems both cell_selected and multi_selected were being triggered, * This caused inspector updating twice. * cell_selected connection and callback were removed. This may be a bug in Godot 3.x too, recommend checking. | |||
2021-07-15 | Do not update scene tree dock when node edited outside of it | Nathan Franke | |
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. | |||
2021-06-19 | Rename `instance()`->`instantiate()` when it's a verb | Lightning_A | |
2021-06-19 | Fixes 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. | |||
2021-06-12 | Consistently prefix bound virtual methods with _ | kobewi | |
2021-05-17 | Improve TreeItem API and allow to move nodes | trollodel | |
2021-05-06 | Merge pull request #44831 from gongpha/dont-update-tree-if-selected | Rémi Verschelde | |
Blocking updating in SceneTreeEditor when an item was selected | |||
2021-04-30 | Implement Particle Trails | reduz | |
-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) | |||
2021-04-26 | Remove uses of `auto` for better readability and online code reviews | Hugo Locurcio | |
The current code style guidelines forbid the use of `auto`. Some uses of `auto` are still present, such as in UWP code (which can't be currently tested) and macros (where removing `auto` isn't easy). | |||
2021-04-11 | Use Array for node configuration warnings | Nathan Franke | |
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation. | |||
2021-03-22 | Allow to drop files on filtered scene tree | kobewi | |