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path: root/editor/scene_tree_editor.cpp
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2020-02-28Signals: Manually port most of remaining connect_compat usesRémi Verschelde
It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
2020-02-13Remove more deprecated methods and codeRémi Verschelde
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
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.
2019-12-24Cleans up headers included in editor_node.hHaoyu Qiu
2019-09-30Minor visual adjustment in drag preview of the scene and file tree editorsMichael Alexsander Silva Dias
2019-08-23Add an `editor_description` property to Node for documentation purposesHugo Locurcio
It is implemented using editor-only metadata, in a way similar to edit locking or Position2D gizmo extents. This closes #2082.
2019-08-18Merge pull request #31423 from Calinou/improve-node-signal-group-tooltipRémi Verschelde
Improve the scene tree signals/groups tooltip
2019-08-17Improve the scene tree signals/groups tooltipHugo Locurcio
The tooltip now displays the number of connections and groups that are assigned to the hovered node.
2019-08-16Adds Attaching Script via Script EditorEmmanuel Barroga
Allows you to attach a script by dragging the name in the script list of the script editor to the node in the scene tree.
2019-07-19Make custom types more subtle and more usefulBojidar Marinov
Implements #6067 (aaronfranke's idea) Fixes #26980
2019-07-12Fix potential crash caused by type mismatch in RefShiqing
2019-07-06Added filter to SceneTreeDialogunknown
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-12Added script name tooltip for Open Script IconEmmanuel Barroga
Resolves issue: 29541
2019-06-12Merge pull request #29306 from qarmin/small_code_fixesRémi Verschelde
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-06Improve conections dialogMichael Alexsander Silva Dias
2019-06-03Small fixes to unrechable code, possibly overflows, using NULL pointersqarmin
2019-05-26Deselect hidden nodes on filterTomasz Chabora
2019-05-24Fixed scene tree update after changing node name in tool scriptPouleyKetchoupp
2019-05-19Fix typos with codespellRémi Verschelde
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-04-26Undo support for locking and grouping for both 2D and 3DSintinium
2019-04-21Merge pull request #28130 from JFonS/add_3d_groupingRémi Verschelde
Add grouping to 3D editor
2019-04-17Add grouping to 3D editorJFonS
2019-04-15Fix styling in 'SceneTreeDialog'Michael Alexsander Silva Dias
Fixes #28029.
2019-04-11Reorganized connection dialog for much improved ease of use.Juan Linietsky
-Removed dest path field -Added a "Source" signal -Added an "Advanced" button to hide complexity -Fix bug on Tree to make sure "ensure visible" works on hidden trees -Fix bug on TextEdit to ensure signals created with script not open sill focus the right line
2019-03-13Fix toggle visibility in SceneTreeDialogqarmin
2019-03-06Cleanup relationship line coding after 5f079e2Michael Alexsander Silva Dias
2019-03-06-Make tileset and meshlibrary edit in a separate inspector, fixes #26671Juan Linietsky
-Made relationship lines appear based on theme settings, not previous hack -Fix drawing of relationship lines (was broken) -Fix double initialization of theme settings
2019-01-29Invalid node name should check if new_name is empty then cancel rename, ↵Ankit Priyarup
fixes 25226
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-17General fixes for the AnimationTree editorMichael Alexsander Silva Dias
2018-12-14Merge pull request #23464 from GameCoderStudios/masterRémi Verschelde
Ability to pick child nodes of scenes instances marked with "Editable…
2018-11-18If using relationship lines (now default) hide guides.Juan Linietsky
2018-11-02Ability to pick child nodes of scenes instances marked with "Editable ↵Angeloss
children" to the "Add animation track/Pick node to be animated" dialog.
2018-10-30Warning dialog is now shown if trying to set Node name to empty stringSilvano Cerza
If the user tried to change a Node name to an empty string in the Scene Tree Editor an error would be returned to console, now a warning dialog is shown with a clear message
2018-10-14fixed visibility toggle with node selectionQbieShay
before this PR toggling visibility of not selected nodes would toggle the visibility of the whole selection. This PR changes this behaviour, so if visibility is toggled on a node that it is not selected, the visibility toggle will happen only on this node. No changes to the behaviour of when one of the selected nodes has visibility toggled: they still toggle all together
2018-09-14Refactor editor icon retrievalwillnationsdev
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-08-23Fix update 2D view on selections in scene treeAlexander Holland
2018-06-27Changes to how node paths are selected from property, allowing setting a hint.Juan Linietsky
2018-06-07Entirely new (and much improved) animation editor.Juan Linietsky
2018-05-29Minor changes to the Scene and Canvas editors' tooltips.Michael Alexsander Silva Dias
2018-05-15Respect visibility change by Scene dock when using Sync Scene Changesvolzhs
Fix #18757 with keeping a feature introduced at 8343c9fbd
2018-05-03Check invalid node namevolzhs