Age | Commit message (Collapse) | Author |
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Implement undo-redo feature for Parameter Paste in the Inspector
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EditorData::undo_redo.add_do_property and EditorData::undo_redo.add_undo_property is used in EditorData::paste_object_params to implement this feature. It's action name is set to "Paste Params"
Changes made
* Removed the call for clearing the history on paste params case.
* Instead of directly setting the properties value, EditorData::undo_redo is used.
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Partial revert "Fix two signal errors"
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Add more missing icons (and adjust a few)
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Those were problematic as they call a method of their parent class,
but callable_mp does not allow that unless it's public.
To solve it, we declare a local class that calls the parent class'
method, which now needs to be protected to be accessible in the
derived class.
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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).
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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.)
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Fix import changing disabling checking on multiple files
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Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
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Reimplement `Mutex` with C++'s `<mutex>` (plus more)
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Add a soft line length guideline to the script editor
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Mention version compatibility when there are no results in the assetlib
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Decrease the script editor's default split width to 70
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Don't show a copy of the property's name in the inspector's tooltip if there's no description
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Add a button to quickly repeat last search in files
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Fix autocomplete and highlighting for new integer types
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Make internal editor key order consistent
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+ renamed _on_nodes_delete to _delete_nodes
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Godot already displays controls in the order Control+Shift+Alt, so the order used with the bitmask flags should be the same.
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Types include new integer types and others
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Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.
Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
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Fixed TextureAtlas import size.
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Fix resizer icon color in VisualScripts/Shaders when graph headers is on
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Fixed editor crash when the animation player has no root assigned.
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there's no description
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Add support for integer type in visual shaders
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Update PackedInt/FloatArray icons for the new types
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
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- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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Use PascalCase file names for editor icons
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Using PascalCase file names without any conversion step is
less confusing to new contributors.
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The original change was in #36340
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