Age | Commit message (Collapse) | Author |
|
|
|
The VCS interface can be thought of like a proxy system, where any call
to the API is redirected to the actual implementation of the VCS API
which may be existing in the form of a GDNative plugin which is marked
as a singleton and is not marked reloadable. If the implementation
doesn't exist in the file system, it only returns the default responses which contain
mostly empty containers of the data type that every API call returns.
EditorVCSInterface is used like a Godot object with a script attached to it. The script
is the implementation of the API and the object is the interface to the
script, which returns default responses if the script doesn't exist or
if the script doesn't define a function that handles that particular API call.
The entire system has been implemented using Object::call() and its
ability to switch to the script instance to handle the API call if the
script exists. Look for VersionControlEditorPlugin::_initialize() for
the essential API setup.
|
|
Provides the editor with all the VCS GUI and extracts the data from the
upcoming VCS API to cater to the project with VCS interaction.
|
|
|
|
Tree: fix and expose icon modulation
|
|
|
|
|
|
|
|
|
|
Make code minimap to be visible by default
|
|
Add horizontal margins to the editor help based on width
|
|
Fix Clearing Inspector for Remote Node
|
|
Export path is the only path to be saved as a relative path
|
|
Allow to define and load script templates per project
|
|
Fix an exception when trying to close down editor with plugins using autoload singletons
|
|
Improve the display of missing projects in the Project Manager
|
|
|
|
This decreases the number of characters per line, and therefore
helps make the editor help more readable.
|
|
Also reverts 90b2415343287f67586956c798d4b7a63544158f
|
|
Previously it was only possible to create custom script templates per
editor instance which could lead to certain name collisions, but now one
can create such templates per project tailored for specific use cases.
The default path to search for custom script templates is defined in
project settings via `editor/script_templates_search_path` setting as
`res://script_templates` path, yet this can be configured per project.
Templates have at most two origins now:
1. Project-specific, defined in `ProjectSettings`, for instance:
- res://script_templates/
2. Editor script templates, for instance:
- %APPDATA%/Godot/script_templates/
As script templates can have the same name over different paths,
the override mechanism was also added, enabling project-specific
templates over the editor ones.
|
|
|
|
- Use a "broken file" icon instead of a "folder" icon for missing
projects
- Fade out the project icon for missing projects
- Use transparent modulate for grayed out projects as it results in
better-looking text
- Disable the "Edit", "Run" and "Rename" buttons if at least
one missing project is selected
- Make double-clicking or pressing Enter do nothing when a missing
project is selected
- Change the "Open in FileSystem" tooltip accordingly for missing
projects
- Don't connect the "Open in FileSystem" pressed signal to make the
button ineffective for missing projects
- Name missing projects as "Missing Project" instead of
"Unnamed Project"
|
|
|
|
Add minimap to text_edit
|
|
Displays smart snapping guides when snapped
|
|
Showing only working options in filesystem dock menu
|
|
Expose SceneTreeDock::get_tree_editor() to GDScript
|
|
|
|
|
|
Edit TileMap only with TOOL_SELECT
|
|
Tweak a few strings displayed in the editor for consistency
|
|
|
|
|
|
The custom color introduced in be8d569744e4eed9acb313d355d96e6989e92087
had the same name as the "folder" icon, which could cause conflicts
in the generated documentation.
The new name is also more self-explanatory.
|
|
More Crypto, SSL server, crt/key as Resource, HashingContext
|
|
|
|
connect_to_stream now accepts optional parameter to specify which
certificates to trust.
Implement accept_stream (SSL server) with key/cert parameters to specify
the RSA key and X509 certificate resources.
|
|
This makes them easier to distinguish from their enabled counterparts,
as is already done in the 2D editor.
|
|
|
|
EditorNode::show_warning displays a console warning during project loading
|
|
during project load
Fixes #31522
|
|
Setting project metadata doesn't fail when project_metadata.cfg doesn't exist
|
|
EditorSettings::set_project_metadata: creates project_metadata.cfg if it doesn't exist
EditorPlugin::get_config: removed (not used)
Fixes #31444
|
|
This can be useful for plugins that rely on some signals emitted by it, Like my Networked Scene Editor plugin https://github.com/thimenesup/GodotNetworkedSceneEditor
|
|
Include setters and getters in help search
|
|
|
|
Improve the project manager UI
|
|
Use a different color for folder icons in file dialogs
|
|
Fix various typos and style errors in text
|
|
Improve the appearance of 2D path editors
|