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path: root/scene/gui/graph_edit.cpp
AgeCommit message (Collapse)Author
2019-03-31Use the editor theme's accent color for 2D/3D selections and rotationsHugo Locurcio
2019-03-01Fixed some crashers, closes #26393Juan Linietsky
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-01-02Make GraphEdit lines smoother and scale their width on hiDPI displaysHugo Locurcio
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-27doc: Sync classref with current sourceRémi Verschelde
Fix various code formatting issues and argument names.
2018-12-04Add tooltips to GraphEdit nodeMichael Alexsander Silva Dias
2018-10-19Repaired mistyped of 'just_disconnected'.M. Huri
2018-10-03Fix warnings on release builds (not DEBUG_ENABLED)Rémi Verschelde
Fixes the following Clang 5 warnings: ``` modules/bmp/image_loader_bmp.cpp:46:60: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare] modules/bmp/image_loader_bmp.cpp:48:61: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare] drivers/png/image_loader_png.cpp:231:20: warning: comparison of unsigned expression >= 0 is always true [-Wtautological-compare] scene/gui/graph_edit.cpp:1045:8: warning: comparison of constant 0 with expression of type 'bool' is always false [-Wtautological-constant-out-of-range-compare] core/class_db.cpp:812:13: warning: unused variable 'check' [-Wunused-variable] core/io/file_access_pack.cpp:172:11: warning: unused variable 'ver_rev' [-Wunused-variable] core/math/bsp_tree.cpp:195:13: warning: unused variable 'plane' [-Wunused-variable] core/math/bsp_tree.cpp:168:6: warning: unused variable 'plane_count' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:685:10: warning: unused variable 'ok' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:706:10: warning: unused variable 'ok' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:755:19: warning: unused variable 'var_type' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:1306:12: warning: unused variable 'err' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:158:15: warning: unused function '_get_var_type' [-Wunused-function] modules/gdscript/gdscript_parser.cpp:750:20: warning: unused variable 'lv' [-Wunused-variable] modules/gdscript/gdscript_parser.cpp:59:15: warning: unused function '_find_function_name' [-Wunused-function] scene/main/node.cpp:2489:13: warning: unused function '_Node_debug_sn' [-Wunused-function] ```
2018-09-13Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde
Misc. typos
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-09-01Improve ClassDB information for some some signal parametersKelly Thomas
2018-08-20Massive rewrite to AnimationTree. Many APIs changed in order to:Juan Linietsky
-Reuse resources -Expose properties in AnimationTree
2018-07-24Improve VisualScript UXK. S. Ernest (iFire) Lee
* Prototype faster function call ux. * Work on general search ux. * Able to create nodes from search. * Show class for variables but not methods. * Get actions search working. * Descriptions now show for both methods and properties. * Enable zooming on mouse wheel up and down. * Make the drag trigger on right mouse button. * Search now shows for action visual script nodes. * Able to search visual node names. * Search works better. * Change zooming scale to hide artifacts better. * Remove zoom changes * Select from base should check properties too like the other functions. * Seq_connect flag is needed to set sequence lines correctly. * Remove comment * Code cleanup with function names and arguments. * Use brief description for search descriptions. * Clean and fix bug with input nodes connecting with sequence lines. * Add a warning and fix some edge conditions with sequence into data lines and vice versa. * Don't search functions when pulling from a sequence node. * Don't show actions when pulling from a data line. * Set set and get properties. * Convert visual script operators to the correct type * Create a function preset finds only functions. * Singletons can now find functions. * Add shift-a for generic search. * Add brief descriptions for Visual Script nodes. * Search boxes can now filter names. * Add bigger hit zones to node connect. * For the drop zones, make all the rect2 areas the same size. * Function names in visual script node should be lower case so that search works better. * Use the convention of capitalize() for set, set, visual script nodes and methods. * Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search * Make type_cast use the connecting node's type and remove use of found variable. * Fix case where you call an instance's call function where it becomes an invalid call. * Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections. * Make the window bigger. * Make connect_data and connect_seq more robust. * Add icons to search items. * Add vs constructors in shift-a menu. * Operators, builtins and constructors show type name. Fix several problems with port connections. * In shift-a mode search everything. * Code cleanup * Work on autocompleting the type. * Use type guess in action creation. * Check if type hint string exists in object variables when generating the visual script search. * Add the hint to SceneTree. * Add original type detection. * Make type casting great again. This puts the type casted base type as the data output type string hint. * Pass the type in a VisualScriptFunctionCall too. * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string. * Make sure the instance is passed in VisualScriptPropertySet. * Restore search on the node's type. * Remove dependencies from graph_edit. * Remove dependencies from property_selector and name the class visual_script_property_selector. * Extract hot zones into a function. * Move hot_zones constants into default theme. * Bigger capture zones. * Clean messy port_grab_distance variables. * Remove RMB functionality. * Remove memory leak on showing visual script descriptions. * Read the port_grab_distance constants on enter tree and theme changed.
2018-06-18-Added AnimationGraphPlayer (still missing features)Juan Linietsky
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
2018-01-30Expose a few GraphEdit methods to script languagesGeorge Marques
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-11-21Native pan and zoom for macOSBernhard Liebl
2017-10-13Added and improved some missing icons, plus some other visual fixes.Daniel J. Ramirez
2017-10-01Fix GraphEdit mouse scroll axis.jagt
maps BUTTON_WHEEL_UP/DOWN to vscroll of GraphEdit. maps KEY_SHIFT + BUTTON_WHEER_UP/DOWN to hscroll of GraphEdit.
2017-09-22Remove set_area_as_parent_rect and replace it by ↵Gilles Roudiere
set_anchors_and_margins_preset(PRESET_WIDE)
2017-09-21Merge pull request #11453 from djrm/pr_visualsRémi Verschelde
Visual tweaks.
2017-09-20Visual tweaks.Daniel J. Ramirez
Updated icons Updated some color
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-09-18Add some options and reorganize the 2D editor menus. Makes available forced ↵Gilles Roudiere
snapping.
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-13Replace GUI anchor type by a float between 0 and 1Gilles Roudiere
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-08Fixes node selection, and properly ignore mouse on inner comment node body, ↵Juan Linietsky
closes #6298
2017-07-27Do not allow multiple data connections to the same data input slot, fixes ↵Daniel J. Ramirez
#6357.Improved curve rendering when nodes are close.
2017-07-19Add object type hint for docsPoommetee Ketson
2017-06-30-Many fixes to VisualScript, fixed property names, etc.Juan Linietsky
-Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-06-03InputEvent: Renamed "pos" property to "position"Andreas Haas
Make the naming consistent with other classes.
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-20Merge pull request #8631 from volzhs/editor-theme-customRémi Verschelde
New customizable editor theme
2017-05-07Implemented scrolling factor for smooth trackpad scrollingtoger5
Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
2017-05-03Revert "Add new editor and default theme (WIP)"volzhs
This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
2017-04-27Add new editor and default theme (WIP)Daniel J. Ramirez
2017-04-10Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-13New API for visibility in both CanvasItem and SpatialJuan Linietsky
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience