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path: root/editor/scene_tree_editor.cpp
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2022-05-20Add a new HashSet templatereduz
* Intended to replace RBSet in most cases. * Optimized for iteration speed
2022-05-16Replace most uses of Map by HashMapreduz
* 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!
2022-05-12Show list of groups in node tooltipkobewi
2022-05-06Cleanup metadata usagekobewi
2022-05-05Merge pull request #60161 from V-Sekai/instanced_children_colorRémi Verschelde
Make editable children use warning color instead of disabled color
2022-04-25Implement Scene Unique Nodesreduz
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.
2022-04-11Make instance's editable children use warning color instead of disabled colorSaracenOne
2022-03-27Fix errors when locking nodesMichael Alexsander
2022-03-12Initialize bools in the headers in editorAaron Franke
2022-03-04Replace some bits of code left to work with the new `TabContainer`Michael Alexsander
2022-02-16Convert _notification methods to switch - Chunk CJakob Bouchard
2022-02-15Editor: Cleanup some includes dependenciesRémi 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.
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-08Revert "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.
2022-02-06Add missing SNAME macro optimization to all theme methods calljmb462
2022-02-06Add missing SNAME macro optimization in some function callsjmb462
2022-02-05Add visibility to CanvasLayerkobewi
2022-01-26Rename String::is_subsequence_ofi to String::is_subsequence_ofnWilson E. Alvarez
2022-01-20Store panels and docks singletons in their own classestrollodel
2022-01-16Fix theming update in several editor classesYuri Roubinsky
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
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
2021-12-06Fix bad popups offset in editor with single window offjmb462
Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com> Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2021-10-07Merge pull request #52962 from mujpao/fix-right-click-sub-nodesRémi Verschelde
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
2021-09-30Rename Node's `filename` property to `scene_file_path` for clarityHugo Locurcio
2021-09-23Merge pull request #51920 from ↵Rémi Verschelde
jmb462/missing-sname-macro-optimization-in-some-functions
2021-09-23Fix right clicking sub nodes after renaming parentmujpao
2021-09-01Display the node name in scene tree dock tooltipsHugo Locurcio
This makes long node names previewable without having to rename them.
2021-08-20Add missing SNAME macro optimization for StringName in some functionsjmb462
2021-08-17fixed the node not renaming when clicking elsewhere on the scene tree.developer
2021-08-12Add option to not expand tree on node selectkobewi
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-23Remove extra signal firing in SELECT_MULTI modeSilc 'Tokage' Renew
2021-07-23Revert "Fix duplicate selection in SceneTree"Silc 'Tokage' Renew
This reverts commit 7d20d78847b24586b3f25beb23b41d015a25fb0a. # Conflicts: # editor/scene_tree_editor.cpp
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.
2021-07-17Fix duplicate selection in SceneTreereduz
* 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.
2021-07-15Do not update scene tree dock when node edited outside of itNathan Franke
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.
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-19Fixes 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.
2021-06-12Consistently prefix bound virtual methods with _kobewi
2021-05-17Improve TreeItem API and allow to move nodestrollodel
2021-05-06Merge pull request #44831 from gongpha/dont-update-tree-if-selectedRémi Verschelde
Blocking updating in SceneTreeEditor when an item was selected
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)