Juan Linietsky
005b69cf6e
-New inspector.
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-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
-
2018-05-15 17:14:31 -03:00
Rémi Verschelde
64cb61619a
Merge pull request #15928 from StateOff/feature_batch_rename
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Implements "Batch Rename" editor tool.
2018-05-08 07:36:24 +02:00
Unknown
cdcfb9582e
Defaults to instancing child at tree root when none selected
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If no node is selected, it will default to selecting the tree root node to instance a child under. This solves #18557
2018-05-06 15:10:57 +01:00
Hugo Locurcio
1c419531a0
Change ".." punctuation for "..." in editor strings ( #16507 )
2018-04-22 19:36:01 +02:00
Juan Linietsky
d59ff07c1e
Merge pull request #17717 from NikodemL/master
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Extended node rename function to also support renaming node path script instance property
2018-04-07 16:46:49 -03:00
Nikodem Lokatelj
66d2cd3918
perform_node_renames fix for a case where the new name is empty
2018-03-30 14:49:21 +02:00
Michael Alexsander Silva Dias
7cbf301f31
Fixed some popups not shrinking their size back when losing items.
2018-03-28 17:04:37 -03:00
Nikodem Lokatelj
6eac0f6817
Extended node renames function to also rename script instance node path properties and fixed animation rename bug perform_node_renames function now also checks for any script instance with node paths so they also get renamed to point to new paths. This also fixes a bug with animation player renaming where two nodes had the same name.
2018-03-23 12:59:31 +01:00
Rémi Verschelde
32c726f7cd
Merge pull request #17344 from poke1024/multi-add-clear-script
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Allow Attach and Clear Script on multiple nodes
2018-03-23 11:37:18 +01:00
robfram
8ea4ea0d53
Fix overwriting all common properties when using `Change Type` tool
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If you change the type of an existing node, it checks if you have
modified the initial value of their properties before overwriting
their values in the new node.
For example, if you created a `Label` and changed it to
`LineEdit`, the `mouse_filter` property was created as `Ignore`
for the original `Label` node, and was maintained after changing
it to `LineEdit` causing not to work as expected. Now it checks if
`Ignore` is the default value for `Label` nodes, and as it is, the
property value is left unchanged, maintaining the default value
for `LineEdit`, which is `Stop`.
Fix #13955 and alike.
2018-03-09 19:05:04 +01:00
poke1024
22fde84beb
Allow Add and Clear Script on multiple nodes
2018-03-09 08:38:37 +01:00
Juan Linietsky
9e3a1e5401
Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.
2018-02-21 09:39:09 -03:00
Unknown
d002b7d24a
Fix Automatic switch to viewport when playing a scene #16357
2018-02-18 23:37:30 +01:00
ianb96
4e96e04389
disable scene tree shortcuts when in a textfield
2018-02-03 19:58:51 -05:00
Blazej Floch
e58b10c883
Implements "Batch Rename" editor tool.
2018-01-22 00:43:19 -05:00
binbitten
1e9fbcf36c
Fix clicking on sub-resources in a node's right-click menu
2018-01-13 09:05:50 +01:00
Gilles Roudiere
ff8fe3d875
Fixes add script button update
2018-01-11 22:22:32 +01:00
Pedro J. Estébanez
1bdde70dd0
Fix crash on save-branch-as-scene
2018-01-10 21:16:25 +01:00
Blazej Floch
9d3eb3d2b0
Fixes #15416 - "The deleted nodes are hanging in the inspector."
2018-01-08 03:12:41 -05:00
Rémi Verschelde
e4213e66b2
Add missing copyright headers and fix formatting
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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.
2018-01-05 01:22:23 +01:00
Michael Alexsander Silva Dias
a6a2ea7a5e
Made the Create Dialog be clearer when it's changing a type of something.
2018-01-03 13:33:25 -02:00
Rémi Verschelde
b50a9114b1
Update copyright statements to 2018
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Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Noshyaar
e6b6683694
Merge pull request #14991 from djrm/pr_fixes
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Show Options Dialog for NodePath and File in clicked button position.
2017-12-27 10:29:25 +07:00
Daniel J. Ramirez
07fd5456c8
Show Options Dialog for NodePath and File in clicked button position.
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Auto select newly created nodes.
2017-12-23 15:15:48 -06:00
Ray Koopa
69ef89a8bd
Limit code editor minimum width, clear Scene node subresource menu before refilling it
2017-12-19 18:29:01 +01:00
volzhs
002a0271fe
Show sub-resources as sub-menu
2017-12-17 23:55:24 +09:00
sersoong
a2981f555a
Enhanced changeType menu in Scene Tree Dock
2017-12-16 09:53:24 +08:00
Michael Alexsander Silva Dias
8987f932d6
Fix not being able to select an editor layout created in another language.
2017-11-26 13:27:48 -02:00
sersoong
c8d6a3b6dc
Fix doesn't close open a file window bug
2017-11-25 13:03:43 +08:00
sersoong
feb45aaf4b
Fix context menu of first node in a new scene
2017-11-24 12:32:57 +08:00
geequlim
9ef720908f
Improved update for remote scene tree and remote object.
2017-11-23 15:23:24 +08:00
geequlim
2f5defab0e
Add editor setting to allow keep show local scene tree while debugger start.
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Rename editor setting scene_tree_refresh_interval to remote_scene_tree_refresh_interval.
2017-11-22 21:53:01 +08:00
Rémi Verschelde
613d374bc5
Merge pull request #12284 from bojidar-bg/allow-subproperty-set
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Allow for getting/setting "dotted" properties of objects
2017-11-21 22:44:14 +01:00
Bojidar Marinov
0cf9597758
Allow for getting/setting indexed properties of objects using get/set_indexed
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Performance is around the same as using pure set() through GDScript.
2017-11-21 20:58:21 +02:00
Rémi Verschelde
6065b2d177
Merge pull request #11940 from GodotExplorer/debugger
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Enhanced debugger for godot 3.0
2017-11-20 22:55:49 +01:00
Rémi Verschelde
d1831915bf
Merge pull request #12359 from kubecz3k/spatial-lock
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ability to lock spatial nodes transform in editor
2017-11-20 16:02:20 +01:00
Rémi Verschelde
49a73182d3
Merge pull request #13041 from RandomShaper/unify-node-duplicate
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Let SceneTreeDock duplicate nodes via Node::duplicate()
2017-11-20 08:59:40 +01:00
Pedro J. Estébanez
5a0be858f4
Let SceneTreeDock duplicate nodes via Node::duplicate()
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Helps with #11182 .
2017-11-19 21:30:17 +01:00
Orkun
22bdad8bbe
Fix #10798 : Fixes Change Type does not change icon
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Problem : While replacing old node properties with new ones, we
also copy meta data of old node's icon
Solve: don't copy meta so don't override _editor_icon
2017-11-19 20:46:30 +03:00
Geequlim
fab66af7e9
Move the remote scene tree to the scene tree dock.
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Ignore all script constants in the global section of the breakpoint stack.
Check property size before send to avoid too large of data be sent.
Fix crash while clear the remote objects from the debugger.
2017-11-17 12:01:54 +08:00
Rémi Verschelde
7ae8ba2d47
Merge pull request #12976 from Paulb23/scene_tree_add_undo_issue_6125
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Fixed scene tree updating when undo/redo root node creation, issue 6125
2017-11-16 23:37:24 +01:00
Paulb23
ad87dac77e
Fixed scene tree updating when undoing root node creation, issue 6125
2017-11-16 22:22:51 +00:00
Juan Linietsky
dc463e1e42
Add support for remote debug in scene tree.
2017-11-15 22:21:49 -03:00
Chaosus
6496b53549
Duplicate signals fixes
2017-11-13 18:42:07 +03:00
Paulb23
7ec55de8ec
Fixed scene tree not updating when undo/redo delete of root node, issue 3642
2017-11-12 16:12:53 +00:00
Jakub Grzesik
518d907914
ability to lock spatial nodes transform in editor
2017-11-11 12:56:37 +01:00
mhilbrunner
c755b684c9
Editor: Update 2D viewport and inspector selection on delete. Fix #12591 .
2017-11-08 03:10:31 +01:00
Benjamin
2b82997052
Use node name as default filename when attaching script.
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When attaching a script to a node that isn't saved to a scene file,
use its name as default filename. If the edited scene's root node *has*
been saved to a file, use that directory.
2017-10-31 09:47:38 +01:00
toger5
3f423342f4
create dialog search preferrence fixes : #11697
2017-09-29 21:00:10 +02:00
Daniel J. Ramirez
957e85dcac
Fixed a lot of HiDPI metrics.
2017-09-18 14:48:15 -05:00
Rémi Verschelde
0f006994d8
Merge pull request #11007 from saltares/issue-9988
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Renames _add_child_below_node() to add_child_below_node(). Fixes #9988 .
2017-09-12 12:04:03 +02:00
Rémi Verschelde
cf941fdc35
Merge pull request #11026 from hpvb/fix-assign-in-if
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Remove assignment and declarations in if statements
2017-09-12 11:57:49 +02:00
Bojidar Marinov
ebee9898ca
Fix duplication of nodes resulting in shared metadata
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Fixes #9547
2017-09-11 12:34:36 +03:00
Hein-Pieter van Braam
8230bf0a2f
Remove assignment and declarations in if statements
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After discussing with @reduz and @akien-mga it was decided that we do
not allow assignments or declarations in if statements. This PR removes
the instances of this I could find by automated means.
2017-09-08 14:59:15 +02:00
David Saltares
0549484c77
Renames _add_child_below_node() to add_child_below_node(). Closes #9988 .
2017-09-05 22:43:28 +01:00
toger5
7793bfc544
added icon updating to most ui elements
2017-08-30 21:47:09 +02:00
Daniel J. Ramirez
e3e5dfdaf4
Improved and added some icons
2017-08-29 17:02:55 -05:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Rémi Verschelde
565600e844
Cleanup tons of obsolete commented out code
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Mostly in EditorNode, dropping some obsolete editor plugins and also a
cleanup of ProjectSettings/EditorSettings.
2017-08-26 17:47:57 +02:00
Andreas Haas
6134d8741d
Editor: Add some more translatable strings.
2017-08-25 18:49:45 +02:00
Hein-Pieter van Braam
cacced7e50
Convert Object::cast_to() to the static version
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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/
2017-08-24 23:08:24 +02:00
Juan Linietsky
72be8876ea
Properly manage drawing of primitives when they lack an area, fixes #8930
2017-08-18 15:12:48 -03:00
Indah Sylvia
5ae78fdf6a
Makes all Godot API's methods Lower Case
2017-08-07 18:24:35 +07:00
Jakub Grzesik
9a838568b6
correct RMB options for instanced inherited scene
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When scene is inherited and later instanced as a part of another
scene, only options related to instancing will be visible - same
behavior as in 2.x
closes #9901
2017-07-28 10:32:49 +02:00
Rémi Verschelde
e3aa9b5191
Merge pull request #9706 from djrm/theme_fixes
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Icons can now be added inside line edits (Search icon).
2017-07-23 13:03:53 +02:00
Juan Linietsky
25678b1876
-Renamed GlobalConfig to ProjectSettings, makes more sense.
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-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Daniel J. Ramirez
95f55c8f0d
Icons can now be added inside line edits (Search icon).
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Fixed window title bar margins.
fixed compilation error
2017-07-19 13:23:16 -05:00
Jakub Grzesik
7f31cbda4f
Fix uncheckable checkboxes in RMB menu. closes #9625
2017-07-14 10:59:11 +02:00
Jakub Grzesik
5f13b42513
fix for redundant RMB options for toplevel node
2017-07-04 12:50:20 +02:00
Jakub Grzesik
80716a8bf4
Clicking on subscene icon will open it
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All options are moved into RMB menu
2017-07-03 16:53:46 +02:00
Juan Linietsky
40959acef2
Quick access list to subresources on RMB
2017-06-05 00:12:19 -03:00
Juan Linietsky
5b3709d309
Removal of InputEvent as built-in Variant type..
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this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Rémi Verschelde
231511b2a6
Merge pull request #8631 from volzhs/editor-theme-custom
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New customizable editor theme
2017-05-20 07:16:11 +02:00
volzhs
bb81293047
New customizable editor theme
2017-05-09 17:46:54 +09:00
Przemysław Gołąb (n-pigeon)
2dc4b035a8
Reworked look and feel of Add Script Dialog.
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Untangled a lot of Controls logic code and placed it in one place.
Which squashed few bugs and made code easier to maintain.
2017-05-06 15:52:39 +02:00
volzhs
17e8e343fb
Revert "Add new editor and default theme (WIP)"
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This reverts commit f045efe007
.
2017-05-03 06:19:15 +09:00
volzhs
be454ba2d6
Update editor theme
2017-04-28 11:01:17 +09:00
Daniel J. Ramirez
f045efe007
Add new editor and default theme (WIP)
2017-04-27 08:04:57 +02:00
Sergey Pusnei
8589ca3903
Rename [gs]et_pos to [gs]et_position for Controls
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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
2017-04-10 08:27:34 +02:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Rémi Verschelde
debeee56f7
Fix typos in source code using codespell
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From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Ray Koopa
c0c4ba4e94
Make Create New Node dialog resizable and burninate old dialog
2017-03-18 11:21:50 +01:00
Rémi Verschelde
5dbf1809c6
A Whole New World (clang-format edition)
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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
2017-03-05 16:44:50 +01:00
Rémi Verschelde
49c065d29c
Refactoring: rename tools/editor/ to editor/
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00