Age | Commit message (Collapse) | Author |
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Add/fix support for RID, Callable and Signal in editor properties
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There was an issue that the type was not passed through correctly. These couple of lines fix this issue and make print_rich work as expected.
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Mention mipmap and memory usage in the texture editor preview
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Add EditorAssetLibrary::is_available which always returns false in the
Web editor and use it in EditorNode for detection.
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Fix `help_title_font_size` editor property to correctly apply to docs
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Add Path2D/3D debug options
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This is important to quickly determine if a texture is using
unexpectedly high amounts of memory, or to troubleshoot
why mipmap sampling modes have no effect on it.
- Improve readability by increasing outline size and reducing
font size to match the rest of the editor UI.
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(cherry picked from commit f29241fa1eed5899604e6b8c8fc3b4c84e4f4641)
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More function/class renames in converter
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GDScript: Enable exporting nodes to the inspector
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Add a const call mode to Object, Variant and Script.
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Also fix an small issue in the property editor for NodePath trying to
use the meta property when not needed.
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For this to work safely (user not call queue_free or something in the expression), a const call mode was added to Object and Variant (and optionally Script).
This mode ensures only const functions can be called, making it safe to use from the editor.
Co-Authored-By: reduz <reduzio@gmail.com>
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Simplify Subresource Saving
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Add ability to export Node pointers as NodePaths
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Add an option to drag'n'drop selected text in ``TextEdit``
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Add editor icons for MultiplayerSpawner and MultiplayerSynchronizer
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Add editor icons for abstract nodes that can now be added in the editor
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Co-authored-by: Hendrik Brucker <hendrik.brucker@mail.de>
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Fix error about transient window when running a custom scene
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This PR implements:
* A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string.
* The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path.
* When scene is saved, the node path is saved, then restored as a pointer.
NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid.
Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language.
Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path).
Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).
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Remake ResourceCache thread safety code and API
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Rename @export_range's noslider option to no_slider
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Add icon colors to editor theme
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Fix crash when drawing invalid tiles
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Redo edited subresource (and resource) saving in a much more simplified way.
I think this should work (unless I am missing something) and be faster than what is there.
It should also supersede #55885.
I am not 100% entirely convinced that this approach works, but I think it should so please test.
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Add `icon_normal_color`, `icon_pressed_color`, and
`icon_disabled_color` to `Button`, `OptionButton`,
`CheckButton`, and `CheckBox`.
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Fix setting owner on internal nodes when save branch as scene
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Fix ObjectDB instances leaked on state machine when editor closes
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unsaved cache was changed (either by editing something or by saving)
This makes sure that:
1.) The title is always up-to-date with project settings
2.) The title always reflects the changes made in the editor by showing or hiding the '(*)'
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* Ensures thread safety when resources are destroyed.
* Simplified API by always forcing `ResourceCache::get_ref`, which needs less hacks and is fully thread safe.
* Removed RWLock for resources because its not possible to use for the new logic. Should not be a problem.
Supersedes #57533
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Implement a Movie Maker mode
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