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2022-04-07Merge pull request #59962 from Ev1lbl0w/bugfix-projectManagerFileDialogRémi Verschelde
2022-04-06Restore hidden folder behavior for project managerEv1lbl0w
2022-04-06Fix missing favorite files in filesystem dockDaniel Kříž
2022-04-06Fix false warning folder already existsAleksey Smirnov
2022-04-06Fix some issues found by cppcheck.bruvzg
2022-04-05Merge pull request #59922 from V-Sekai/fix_editor_searchRémi Verschelde
Improve handling for editor documentation search with blank searches
2022-04-05Improve handling for editor search with blank searchesSaracenOne
2022-04-05Fix Project Manager hard crashes due to invalid access to Editor NodesMarios Staikopoulos
2022-04-05Merge pull request #56695 from bruvzg/mod_unicode_inputRémi Verschelde
2022-04-05[Input] Add extra `shortcut_input` input processing step to process Unicode ↵bruvzg
character input with Alt / Ctrl modifiers, after processing of shortcuts.
2022-04-05Fix lookup symbol in scripts which doesn't open a tab at first attemptYuri Roubinsky
2022-04-05Merge pull request #59891 from ConteZero/editor_log_deselectRémi Verschelde
2022-04-04Merge pull request #59888 from akien-mga/clang-tidyRémi Verschelde
2022-04-04Merge pull request #59885 from Jayman2000/autoload-inheritance-messageRémi Verschelde
2022-04-04Disable deselect on focus lost on editor_logConteZero
2022-04-04Improve autoload inheritance error messageJason Yundt
Autoloaded scripts should always inherit from Node. When you run a project that tries to autoload a script which doesn’t inherit from Node, then Godot gives an error. Before this change, the error said “Script does not inherit a Node”. That error message is a little bit misleading. If a class inherits a Node, then one of its superclasses has a Node. If a class inherits _from_ Node, then one of its superclasses is Node. This change corrects that mistake. Fixes #59884.
2022-04-04Style: Apply clang-tidy to current code, add `readability-redundant-member-init`Rémi Verschelde
2022-04-04Zero initialize all pointer class and struct membersRémi Verschelde
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
2022-04-04Merge pull request #59866 from m4gr3d/update_default_display_scale_mainRémi Verschelde
2022-04-04Update the editor display scale based on the device's scaled densityFredia Huya-Kouadio
2022-04-04Merge pull request #58010 from jmb462/fix-TextEdit-v_scroll_speedRémi Verschelde
2022-04-03Fix TextEdit v_scroll_speed invalid values breaks wheel scrollingjmb462
2022-04-03Fix creation and reopening of built-in scriptsMichael Alexsander
2022-04-03Merge pull request #59633 from EricEzaM/better-code-complete-updateRémi Verschelde
Improve sorting of Code Completion options.
2022-04-01Improve sorting of Code Completion options.Eric M
Done by ordering options by their location in the code - e.g. local, parent class, global, etc.
2022-04-01Merge pull request #59764 from reduz/blender-import-autodetectRémi Verschelde
2022-04-01Add Blender install autodetection and configuration.reduz
This PR is a continuation to #54886 * Changed Blender path editor setting from binary to installation. * Add a class to query whether the format is supported. * This class allows to create proper editors to configure support. **NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com> Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2022-04-01Extract theme property names for localizationHaoyu Qiu
2022-03-31Fix name of the created static trimesh bodykobewi
2022-03-31Clip animation track keyframe rectsHaoyu Qiu
2022-03-30Merge pull request #58395 from Geometror/editor-node-data-cleanupRémi Verschelde
2022-03-30Cleanup EditorNode and EditorDataHendrik Brucker
Co-authored-by: Eric M <itsjusteza@gmail.com>
2022-03-30Strip feature tag manually when extracting property pathsHaoyu Qiu
2022-03-30Add more patterns for property path extractionHaoyu Qiu
2022-03-30Add PortableCompressedTexturereduz
* Resource that allows saving textures embedded in scenes or standalone. * Supports only formats that are portable: Lossy, Lossles or BasisUniversal This is something I wanted to add for a long time. I made it now because @fire requires it for importing GLTF2 files with embedded textures, but also this will allow saving Godot scenes as standalone binary files that will run in all platforms (because textures will load everywhere). This is ideal when you want to distribute individual standalone assets online in games that can be built from Godot scenes.
2022-03-30Merge pull request #59659 from fountainment/fix_callable_bind_usageRémi Verschelde
Fix Callable::bind usage in connections_dialog.h and packed_scene.cpp
2022-03-30Merge pull request #59677 from fire-forge/debugger-capitalizeRémi Verschelde
Process monitor and profiler item names in the Debugger
2022-03-29Merge pull request #59679 from marstaik/upstream_fix_initRémi Verschelde
Fix lack of ProjectManager nullptr initializations
2022-03-29Fix lack of ProjectManager nullptr initializationsMarios Staikopoulos
Initialize all pointers to nullptr, fixes a crash with asset_library caused by uninitialized memory.
2022-03-29Capitalize names in the debuggerFireForge
2022-03-29Merge pull request #59558 from V-Sekai/primitive-indiciesRémi Verschelde
2022-03-29Merge pull request #59496 from KoBeWi/inspector_teleportRémi Verschelde
2022-03-29Simplify FBX importer project settings registeringHaoyu Qiu
2022-03-29Merge pull request #59374 from timothyqiu/extract-refactor-masterRémi Verschelde
Refactor editor `extract.py`
2022-03-29Remove `SHADOW_ATTENUATION` spatial light shader built-inYuri Roubinsky
2022-03-29Fix Callable::bind usage in connections_dialog.h and packed_scene.cppC.Even
* Callable::bind takes an array of pointers to Variant * Fixes #57057
2022-03-29i18n: Sync editor translation template after #59349Rémi Verschelde
(cherry picked from commit 15dc747de8e895c4ac3212cd564266fb31a5d613)
2022-03-29i18n: Sync editor translations with WeblateRémi Verschelde
(cherry picked from commit 0db753ef54a305c32bbf9511ec7de5f1ba1c4c3c)
2022-03-29Merge pull request #58160 from m4gr3d/android_editorRémi Verschelde
2022-03-28Android port of the Godot EditorFredy Huya-Kouadio
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices. UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback. Co-authored-by: thebestnom <shoval.arad@gmail.com>