Age | Commit message (Collapse) | Author |
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Fixes position offset of node groups set by arrange_nodes() in GraphEdit
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Remove duplicate bezier code and use Curve instead.
Add an overridable method for retrieving the points of a connection line, which
makes it posible to create custom connections lines.
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This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes.
This work has been sponsored by GSoC '21.
Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
• This method computes new positions for all the selected
nodes by forming blocks and compressing them.
The nodes are moved to these new positions.
• Adding this method to GraphEdit makes it available for
use in VisualScript/VisualShaders editors and its other
subclasses.
• Button with an icon has been added to call arrange_nodes() in GraphEdit.
• This button is inherited by VisualScript/VisualShaders editors
to invoke the method.
• Undo/redo is functional with this method.
• By using signals in arrange_nodes(), position changes are registered
in undo/redo stack of the subclass that is using the method.
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
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* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
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Now uses Ctrl + Scrollwheel for vertical scrolling
Ctrl + Shift Scrollwheel for horizontal scrolling
Also converts some macros to constants
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Allow higher and lower maximum zoom values in GraphEdit
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Low zoom values result in unreadable text, but it can still be
useful for previewing purposes.
Eventually, characters could be replaced by rectangles at very low
zoom levels to improve the visual appearance.
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InputEventWithModifiers properties/methods
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Fix drawing boxselection on GraphEdit
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Minimap size couldn't be resized back after been resized bigger than GraphEdit cause the grabber was out of GraphEdit.
This commit prevents resizing minimap bigger than GraphEdit and fix this issue.
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This removes hardcoded actions from things like LineEdit and TextEdit.
Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
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Update GraphEdit when GraphNode's slot is updated
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This prefix is used in the C++ codebase, not in the scripting API.
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Add an editor setting for minimap opacity in visual editors
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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Rename unselect to deselect
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Emit `node_selected` and `node_deselected` signals where appropriate
when selecting or unselecting multiple GraphEdit nodes at once.
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Prevents incorrect connection attempt on port clicking in GraphEdit
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ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081.
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