Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-05-30 | Merge pull request #61488 from fire-forge/filter | Rémi Verschelde | |
2022-05-28 | Use consistent casing in editor filter/search bars | FireForge | |
2022-05-24 | Optimize SceneTreeEditor filtering | kobewi | |
2022-05-21 | Add the button pressed to some signals in Tree | trollodel | |
2022-05-20 | Add a new HashSet template | reduz | |
* Intended to replace RBSet in most cases. * Optimized for iteration speed | |||
2022-05-16 | Replace most uses of Map by HashMap | reduz | |
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated! | |||
2022-05-12 | Show list of groups in node tooltip | kobewi | |
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. |