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path: root/editor/scene_tree_editor.cpp
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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)
2021-04-26Remove uses of `auto` for better readability and online code reviewsHugo 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).
2021-04-11Use Array for node configuration warningsNathan Franke
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-03-22Allow to drop files on filtered scene treekobewi
2021-03-13Fix Node can not be reselectedray90514
2021-03-09Merge pull request #45545 from abaire/relaxes_gltf_name_sanitizationRémi Verschelde
Relaxes node name sanitization in gltf documents.
2021-02-24Relaxes Node naming constraints in glTF documents to match the Editor.abaire
2021-02-19Merge pull request #46191 from reduz/refactor-process-modeRémi Verschelde
Refactor Process Mode
2021-02-19Fix `SceneTreeEditor::update_timer` - timeout signalYuri Roubinsky
2021-02-18Refactor Process Modereduz
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192 * PauseMode is now ProcessMode, containing the following states: ``` PROCESS_MODE_INHERIT, // same as parent node PROCESS_MODE_NORMAL, // process only if not paused PROCESS_MODE_PAUSE_ONLY, // process only if paused PROCESS_MODE_ALWAYS, // process always PROCESS_MODE_DISABLED, // never process ``` * NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree). * Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-14Fix SceneTreeEditor::_update_tree() bindingPedro J. Estébanez
2021-02-12Fix LineEdit minimum widthreduz
-Changed theme setting name to make more sense of what it does -Reduced amount of minimum characters, so minimum size is smaller.
2021-02-08Keep selected node visible after filter changePedro J. Estébanez
(Implemented both for the local and remote scene tree docks.)
2021-01-06Blocking updating in SceneTreeEditor when editing an itemgongpha
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 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-09Cleanup unused engine codeTomasz Chabora
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-01Merge pull request #38743 from arrowinaknee/node-config-warningsRémi Verschelde
Update all get_configuration_warning() to retrieve warnings from the parent
2020-09-13striped edges on node rename in SceneTreeDockLeleat
2020-08-19Updated Translation architecture to have TranslationPO, did some commit ↵SkyJJ
fixes and updated class Reference.