Age | Commit message (Collapse) | Author |
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* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
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Fix ItemList layout (+EditorFileDialog)
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Fix doctool merges when method signatures don't match
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Reimplement ColorPicker presets
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If methods signature did not match, documentation is not merged. This is
a considerable source of annoyance for contributors and it happened as
a result of #4533, otherwise the documentation for constructors would
not be properly merged.
This PR modifies the logic introduced to only do the signature test on
constructors and operators (which are the only types of members that can repeat).
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* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
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Improve the editor window title for better usability
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Fix capsule height/radius setters with linked properties
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Capsule height and radius setters can modify each other, rather than
using clamping, to avoid cases where values are not set correctly when
loading a scene (depending on the order of properties).
Inspector undo/redo:
Added the possibility to link properties together in the editor, so
they can be undone together, for cases where a property can modify
another one.
Gizmo undo/redo:
Capsule handles pass both radius and height values so they can be undone
together.
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Minor tweaks/fixes for the Command Palette
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Added port type content filter on port dragging in visual shader
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Added icons and API for indeterminate checkmarks for the Tree class.
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Auto-reload scripts with external editor
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Way less cruft. :)
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
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* Make Undo/Redo menu items disabled when clicking it does nothing.
* Context menu of `TextEdit`
* Context menu of `LineEdit`
* Editor's Scene menu
* Script editor's Edit menu and context menu (for Script and Text)
* Make editor undo/redo log messages translatable.
* Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`.
* Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
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Fixed node not renaming when clicking elsewhere on the scene tree
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Fix editor grid perspective undefined behaviour
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Fix caret not following while debugging (Fix #51754)
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Add support for partial custom editor themes
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Make sure stylebox is valid in `EditorSpinSlider` before using it
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Initialise the enum value
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Reorganise text editor settings
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Disable "Edit Resource from Clipboard" when nothing in clipboard
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Minor fixes to Node3DEditorPlugin
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To be consistent with other menu items.
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TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
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* Change EditorNode3D::update_all_gizmos() to start at the edited scene
root instead of the whole editor root.
* Call update_all_gizmos() only once at start instead of evrey time a
gizmo plugin is added.
* Add missing null check.
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Calinou/gpu-particles-improve-visibility-generation
Improve visibility rect/AABB generation usability in GPUParticles
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Add editor icons for VisualScript and VisualShader expression resources
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Port visual shader node icons from Godot 2.1.x
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Changes the icon of node arranger in GraphEdit & editor
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kleonc/sprite_frames-preserve-src-atlas_texture-margins
SpriteFramesEditor: preserve source texture margins when creating frames from AtlasTexture
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- Don't display the time dialog if the automatically calculated
generation time is short enough.
- Clarify the purpose of waiting in the progress dialog.
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