Age | Commit message (Collapse) | Author |
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Context Menu Improvements
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Make the caret thicker in TextEdit and scale it with the editor scale
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This makes sure the default line spacing in the script editor
is consistent with the editor scale in use.
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The caret in LineEdit is still 1 pixel thick, but it will become
2 pixels thick at editor scales higher than or equal to 150%.
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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fixed a branch on uninitialised data in gui/tree
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Opens the menu with the same parent on mouse focus
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Improve VisualScript UX
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* 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.
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Add support for bilinear bars in TextureProgress
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The line number is hightlighted to indicate that the line contains only
type-safe code.
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Fixes #20119 where newly installed templates were not detected.
Also fix a bug with preset deletion where it would attempt to
edit an already removed preset. For this I made it so that
ItemList::deselect_all() also resets `current` to -1, as a manual
ItemList::deselect(idx) already does.
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fix scrollbar icons with atlas texture.
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Draw scrollbar icons through their textures, rather than calling
directly to the server. Allows atlas textures to manipulate the source
rect as required.
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I don't think it was really causing any harm, but this makes things a
little more explicit and helps clean up valgrind output.
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Add ability to set submenu's popup delay time on mouse hovering
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This allows to set delay time for the submenu to popup. Setting
this value low can increase responsiveness. If the popup menu is added
as a child of another (acting as a submenu), it will inherit the delay
time of the parent menu item.
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Fix "find and replace" initializing with wrong size
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Fixed text drawing too high in TextEdit, issue 15688
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Fixes to the new inspector
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Editor autocomplete won't insert unnecessary quotes
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Fix #18026. Expose TextEdit::set_draw_breakpoint_gutter.
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- Fix inspector dock not updating tree for main resource;
- Fixes the inspector input text reverted during typing;
- Add method bind for "refresh" used by MultiNodeEdit;
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Fix control pixel snap rounding using floor() instead of round()
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get_word_at_pos considers simple and double quotes
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Fixes the bad calculation of margin & anchors when child of Node2D
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Increases settings apply speed and added deferred color setting to ColorPicker
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Re-enable scrolling via selecting code beyond edges in text_edit.cpp
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hasher, this was leading to some severe slowdown in scenarios
-Fixes to some duplication scenarios for instanced scenes
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Fix underline_meta not working in RichTextLabel
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This resulted in small leftwards/upwards movement of controls being
faster than it should be.
This closes #19763.
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-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
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Fix the code editor outside the allowed limits.
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