Age | Commit message (Collapse) | Author |
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Fix confusion about TreeItem.add_button ambiguity between id and index
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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A TreeItem button has an id and an index, which can be distinct.
This leads to confusion.
This PR documents the distinction between id and index.
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translation.
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Rename ItemList's bg -> panel
Rename ItemList's bg_focus -> focus
Rename ProgressBar's bg -> background
Rename ProgressBar's fg -> fill
Rename Tree's bg -> panel
Rename Tree's bg_focus -> focus
Rename ScrollContainer's bg -> panel
Rename FileDialog's *_icon_modulate -> *_icon_color
Rename FileDialog's files_disabled -> file_disabled_color
Rename CheckButton's on/off -> checked/unchecked
Rename check_v_adjust -> check_v_offset
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`set_tooltip` -> `set_tooltip_text`
`get_tooltip` -> `get_tooltip_text`
For consistency:
`get_button_tooltip` -> `get_button_tooltip_text`
And the `tooltip` parameter in `add_button` was renamed to `tooltip_text`
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
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Allow TreeItem nodes to toggle visibility
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Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
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* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.
This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.
Missing (will be done on separate PRs):
* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
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This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
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Type emit_signal exposed method return type
set UndoRedo add_do_method and add_undo_method exposed return void
Set TreeItem::_call_recursive_bind returns void
Set _rpc_bind and _rpc_id_bind returns void in Node
Set _call_group and _call_group_flags method returns void in SceneTree
Set godot-cpp-test CI flag to false
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This was made possible by changes to `VariantCaster` which now make
it possible to pass any `Object`-derived type as pointer.
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Allow method binds to take Object subclasses as arguments
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This commit adds a condition to VariantCaster that casts Variants of type OBJECT to any type T, if T is derived from Object.
This change enables a fair bit of code cleanup. First, the Variant implicit cast operators for Node and Control can be removed, which allows for some invalid includes to be removed. Second, helper methods in Tree whose sole purpose was to cast arguments to TreeItem * are no longer necessary.
A few small changes also had to be made to other files, due to the changes cascading down all the includes.
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Happy new year to the wonderful Godot community!
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Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
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* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
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node instead
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Fixes some problems introduced by #49917
* Tree used minimum size as a stretch ratio, so it forced a minimum size of 1.
* Minimum size redone, stretch ratio moved to a separate setting
* Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired.
* Added a clip content option for situations where fit to contents does not apply.
* Icon would scroll with the item, making it invislbe if the item is too long.
* Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
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Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
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* Labels are now bold
* Categories in trees are bold
* Main editor buttons are bold
* Fixed section folding arrows in inspector
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Blocking updating in SceneTreeEditor when an item was selected
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* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.
WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
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