Commit Graph

1347 Commits

Author SHA1 Message Date
smix8 c394ea518e Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
2022-07-29 09:58:41 +02:00
Rémi Verschelde 14d021287b
Merge pull request #63049 from Faless/mp/4.x_as_module 2022-07-28 20:46:31 +02:00
Hugo Locurcio 4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Rémi Verschelde f3fbb157ca
Merge pull request #63121 from aaronfranke/editor-export-split 2022-07-27 11:19:40 +02:00
Pedro J. Estébanez 116f03a1b6 Keep crash handler status on editor restart 2022-07-26 19:07:06 +02:00
Aaron Franke 006e5f28d5
Move project export and export template manager into export folder 2022-07-26 08:28:29 -05:00
Aaron Franke e53ae13178
Split up editor export code into multiple files 2022-07-26 08:28:19 -05:00
Rémi Verschelde 1d9e1ac143
Merge pull request #63344 from alfredbaudisch/feature-select-node-toggle-inspector-only 2022-07-26 10:27:31 +02:00
Fabio Alessandrelli ca7d572908 [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
2022-07-26 09:31:12 +02:00
Alfred R. Baudisch c4433c3793 When selecting Nodes in the Scene Tree, if the current EditorPlugin is "Script" and if text_editor/behavior/navigation/stay_in_script_editor_on_node_selected is true, force inspector_only in order to not switch the EditorPlugin to the Node's main plugin. 2022-07-25 17:37:03 +02:00
Rémi Verschelde 679633f505
Merge pull request #63368 from akien-mga/fix_header_guards
Code quality: Fix header guards consistency
2022-07-25 14:50:38 +02:00
Rémi Verschelde d995f127a7
Merge pull request #62907 from bruvzg/warn_exit_code 2022-07-25 11:30:45 +02:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
Rémi Verschelde a5bc65bbad
Merge pull request #63265 from reduz/stream-bpm-support
Implement BPM support in AudioStream files.
2022-07-23 11:21:14 +02:00
reduz d1ddee2258 Implement BPM support
Based on #62896, only implements the BPM support part.

* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
2022-07-23 07:31:17 +02:00
Rémi Verschelde e5df1e65f9
Merge pull request #62581 from Guh-Feng/Color-Picker-Update 2022-07-22 23:46:27 +02:00
Rémi Verschelde 653f95282c
Merge pull request #62996 from reduz/feature-build-profiles 2022-07-22 12:50:20 +02:00
reduz 6236a688b7 Implement Feature Build Profiles
This PR is a continuation of #50381 (which was implemented exactly a year ago!)

* Add a visual interface to select which classes should not be built into Godot (well, they are built if something else uses them, but if not used the optimizer will remove them out).
* Add a detection system to scan the project and figure out the actual classes used.
* Added the ability for SCons to load build profiles.

Obligatory Screen:

A simple test with a couple of nodes in the scene resulted in a 25% reduction for the final binary size

TODO:

* Script languages need to implement used class detection (left for another PR).
* Options to disable servers or server functionalities (like 2D or 3D physics, navigation, etc). Are missing, that should also greatly aid in reducing binary size.
* Options to disable some modules would be desired.
* More options to disable drivers (OpenGL, Vulkan, etc) would be desired.

In general this PR is a starting point for more contributors to improve and enhance this functionality.
2022-07-22 10:53:23 +02:00
Guh-Feng 1b8652e86a Color Pickers Respect Settings
Updated editor_node with function that sets up color pickers throughout Godot to respect editor's settings.
2022-07-21 18:11:09 -04:00
FireForge 97dfbea6ad Rename Control PRESET_WIDE to PRESET_FULL_RECT 2022-07-18 20:08:11 -05:00
Aaron Franke 94779c9e30
Alphabetize editor plugins and move 2D plugins to their own section 2022-07-16 17:34:33 -05:00
Rémi Verschelde 5fec0d232a
Merge pull request #58763 from Calinou/editor-fix-default-float-step 2022-07-14 00:21:33 +02:00
Rémi Verschelde 41dda3bea0
Merge pull request #62919 from MinusKube/dock-layout-save-bug 2022-07-14 00:12:10 +02:00
Hugo Locurcio 21ea1c3835
Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.

Shadow atlas settings now contain the word "atlas" for easier searching.

Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
2022-07-13 19:56:02 +02:00
Rémi Verschelde b942c1ffe3
Merge pull request #62827 from fire-forge/ok-cancel
Add `ok_button_text` to AcceptDialog and `cancel_button_text` to ConfirmationDialog
2022-07-13 14:10:38 +02:00
MinusKube b634688fca Fix editor dock layout not saving correctly 2022-07-11 20:57:47 +02:00
Hugo Locurcio 75f7e1fbf8
Fix some properties having an invalid float step of `0`
This also clamps the float step in the editor to the lowest value
that is guaranteed to work in all situations (including for 32-bit
floats).
2022-07-10 22:56:59 +02:00
bruvzg d02bf7584a
[Command line export] return 0 exit code when export is finished with warnings. 2022-07-10 23:39:16 +03:00
FireForge af19501cc7 Seperate filter and description in FileDialog.add_filter() 2022-07-09 10:51:45 -05:00
FireForge e4067064ce Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialog 2022-07-09 10:47:08 -05:00
Rémi Verschelde d26442e709
Merge pull request #60739 from KoBeWi/add_static_methods_everywhere!! 2022-07-08 16:50:47 +02:00
Rémi Verschelde dc86bce306 AssetLib: Only notify when unavailable in verbose mode 2022-07-08 15:25:54 +02:00
Rémi Verschelde d479eba7b4
Merge pull request #62405 from YeldhamDev/movie_maker_stuff
Clean and fix the Movie Maker button
2022-07-08 14:42:34 +02:00
kobewi d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
Rémi Verschelde 7d3ff927de
Merge pull request #62075 from Vitika9/gsoc-colorpicker 2022-07-08 09:06:47 +02:00
Vitika9 0011d93c81 ColorPicker Refactor 2022-07-06 22:11:43 +05:30
bruvzg 344ba0ffaf
Refactor Font configuration and import UI, and Font resources. 2022-07-06 14:12:36 +03:00
Rémi Verschelde a2459c7d35
Merge pull request #61610 from TokageItLab/importer-retarget-registered-gdhumanoid 2022-07-02 00:17:21 +02:00
Silc Renew dc43cfc830 implement bone renamer in importer 2022-07-01 03:55:28 +09:00
Fabio Alessandrelli 0e504e4191 [AssetLib] Fix crash in Web editor.
Add EditorAssetLibrary::is_available which always returns false in the
Web editor and use it in EditorNode for detection.
2022-06-30 01:26:08 +02:00
Voylin c6291bcd8a Adding print_rich for printing with BBCode 2022-06-29 00:41:29 +09:00
Rémi Verschelde bbca1d6530 Fixup #62318 after ResourceCache changes 2022-06-27 14:02:21 +02:00
Rémi Verschelde 09c584990c
Merge pull request #62318 from reduz/simplify-subresource-saving
Simplify Subresource Saving
2022-06-27 13:50:49 +02:00
Michael Alexsander 793810938e Clean and fix the Movie Maker button 2022-06-25 18:14:19 -03:00
Rémi Verschelde b192073001
Merge pull request #62309 from reduz/remake-resource-thread-safety
Remake ResourceCache thread safety code and API
2022-06-25 14:09:28 +02:00
reduz 9eb5f2a0d7 Simplify Subresource Saving
Redo edited subresource (and resource) saving in a much more simplified way.
I think this should work (unless I am missing something) and be faster than what is there.
It should also supersede #55885.

I am not 100% entirely convinced that this approach works, but I think it should so please test.
2022-06-23 21:25:20 +02:00
Marius Hanl 3b20b9d32a Update the window title when the project settings were changed or when the unsaved cache was changed (either by editing something or by saving)
This makes sure that:
1.) The title is always up-to-date with project settings
2.) The title always reflects the changes made in the editor by showing or hiding the '(*)'
2022-06-22 23:53:52 +02:00
reduz e772b65d92 Remake resource thread safety and API
* Ensures thread safety when resources are destroyed.
* Simplified API by always forcing `ResourceCache::get_ref`, which needs less hacks and is fully thread safe.
* Removed RWLock for resources because its not possible to use for the new logic. Should not be a problem.

Supersedes #57533
2022-06-22 13:46:46 +02:00
Diddykonga 0672711b29 [Editor]: Allow `Select Current` to Save Scenes
[Editor]: Change `Select Current` to Save scenes before attempting to Run them.
2022-06-21 23:07:35 -05:00
Rémi Verschelde 40c360b870
Merge pull request #62122 from reduz/implement-movie-writer
Implement a Movie Maker mode
2022-06-21 14:24:14 +02:00
reduz 5786516d4d Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.

This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).

**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).

Usage:

$ godot --write-movie movie.avi [scene_file.tscn]

Missing:

* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-21 11:28:47 +02:00
Rémi Verschelde 0aa85f4ff8
Merge pull request #62252 from Maran23/project-window-title-rename-fix
Update project window title when a project setting was changed
2022-06-20 23:19:14 +02:00
Marius Hanl 9f2d1b5cf0 Update project window title when a project setting was changed
Before this fix the title was just updated when we make the first change in the project settings. Now we always update the window title as it may be changed in the meantime when a project setting is changed (e.g. the app name (application/config/name)).
2022-06-20 21:57:50 +02:00
Rémi Verschelde b4804a2d3f
Merge pull request #61459 from reduz/new-shader-editor 2022-06-20 15:27:16 +02:00
cow-neaz 8935cf17cf Stop game on reloading project 2022-06-17 03:20:37 +03:00
Rémi Verschelde ac9cfd0c2d
Merge pull request #61820 from pfertyk/issue-61604-is-plugin-enabled-by-name 2022-06-16 09:59:07 +02:00
Hugo Locurcio c178cfef8e
Mark some common project settings as basic 2022-06-12 19:50:14 +02:00
Paweł Fertyk 725eb629b3 Allow plugin name in `is_plugin_enabled`
Fixes #61604.
2022-06-09 18:42:32 +02:00
bruvzg e00571b194
Add readable export errors. 2022-06-08 17:55:46 +03:00
K. S. Ernest (iFire) Lee 1b776a6e7a Allow picking similar colours using OKHSL. 2022-06-07 05:53:27 -07:00
reduz 73c102f272 Redo the shader editor
* Shader editor is permanent (no longer transient).
* Can edit multiple files at the same time.

Likely fixes many usability issues (please lend me a hand Bugsquad team to identify them).
2022-05-28 11:03:16 +02:00
Rémi Verschelde 42b48496de HTML5: Always disable Asset Library
GitHub doesn't allow CORS so we can't download assets from it.

There'd also be more work needed for the Asset Library plugin to be
usable in the Web editor even if that was supported.
2022-05-25 14:19:46 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Aaron Record 900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
jmb462 d047504601 Prevent docks to be reset to first tab when switching dock visibility 2022-05-16 20:24:58 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Rémi Verschelde 6d5d9dd82a
Merge pull request #61016 from macjuul/mono-script-editor-fix
Fix script editor opening when external editor is configured for C#
2022-05-14 09:19:32 +02:00
Julian Mills 77f23a3023 Fix script editor opening when external editor is configured 2022-05-14 01:27:01 +02:00
clayjohn 652adcd5bf Basic 3D rendering 2022-05-12 10:37:27 -07:00
kobewi 1dc7bcc83c Cleanup metadata usage 2022-05-06 00:27:10 +02:00
Rémi Verschelde 71e41eb395
Merge pull request #60597 from reduz/missing-node-resource-placeholders 2022-05-05 15:57:50 +02:00
kobewi 3f50dad460 Cache script icons in editor 2022-05-05 14:27:29 +02:00
Rémi Verschelde 84f64ddde9
Merge pull request #60723 from reduz/refactor-module-initialization 2022-05-04 19:08:43 +02:00
reduz de0ca3b999 Refactor module initialization
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
2022-05-04 17:34:51 +02:00
reduz 0a57f964a3 Implement missing Node & Resource placeholders
Implemented by request of @neikeq to advance in the GDExtension version of Mono.

* If a Resource type is missing upon load, it will be remembered together with its data (Unless manually overriden).
* If a Node type is missing upon load, it will be also be remembered together with its data (unless deleted).

This feature makes working with GDExtension much easier, as it ensures that missing types no longer cause data loss.
2022-05-03 17:08:09 +02:00
Hugo Locurcio 180e5d3028
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Rémi Verschelde c273ddc3ee Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
Haoyu Qiu ba90778f1c Load fallback icon for custom class when no icon available 2022-04-29 09:40:20 +08:00
Rémi Verschelde d22850234c
Merge pull request #59393 from techiepriyansh/move-gltf-export-under-scene-menu 2022-04-27 11:51:49 +02:00
Rémi Verschelde 676f9d39ed
Merge pull request #60535 from timothyqiu/class-name-icon
Fix custom class icon when it inherits from a script
2022-04-27 08:05:38 +02:00
Haoyu Qiu 8960b990ec Fix custom class icon when it inherits from a script 2022-04-27 10:02:21 +08:00
FireForge fb1d4be7bd Add RayCast2D target_position editor handle 2022-04-26 15:14:35 -05:00
Rémi Verschelde e8cca501fe
Merge pull request #60395 from Geometror/editor-gradient-preview-plugin 2022-04-26 12:22:07 +02:00
Rémi Verschelde 948f4e3fbd
Merge pull request #60008 from fire-forge/bitmap-preview 2022-04-26 12:20:07 +02:00
Rémi Verschelde 02bb8e948f
Merge pull request #60261 from fire-forge/theme-prop-renames 2022-04-25 16:20:19 +02:00
Hugo Locurcio 5626d026d8
Add an external link editor icon
This replaces the existing "chainlink" instance icon that was
used for external links. That icon is still used for scene instancing.

The icon was designed by redlamp.

Co-authored-by: Taylor Wright <taylor@redlamp.org>
2022-04-24 17:26:29 +02:00
FireForge 3073b85de9 Rename theme properties to include underscores
- check_vadjust -> check_v_adjust
- close_h_ofs -> close_h_offset
- close_v_ofs -> close_v_offset
- commentfocus -> comment_focus
- hseparation -> h_separation
- ofs -> offset
- selectedframe -> selected_frame
- state_machine_selectedframe -> state_machine_selected_frame
- table_hseparation -> table_h_separation
- table_vseparation -> table_v_separation
- vseparation -> v_separation
2022-04-23 11:16:18 -05:00
FireForge 1f60584970 Add an inspector preview for BitMap 2022-04-20 22:20:31 -05:00
Hendrik Brucker a93834c819 Add gradient resource preview generator 2022-04-21 00:08:35 +02:00
reduz 66009318e0 Import scenes as AnimationLibrary
Added the ability to import scenes as AnimationLibrary

* Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296
* Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes.
* Helps if you simply want to have animations using a dummy model, which can be shared across multiple models.

Creates a secondary scene importer used only for animations.

**NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
2022-04-13 15:06:56 +02:00
Priyansh Rathi 0ea7780e33
move gltf export under scene menu 2022-04-12 19:42:41 +05:30
Rémi Verschelde 5613ac37d6
Merge pull request #59440 from bruvzg/fd_ref_counted 2022-04-11 14:12:18 +02:00
Rémi Verschelde 2ec68599a4
Merge pull request #60111 from KoBeWi/the_files_have_landed 2022-04-11 12:52:51 +02:00
bruvzg 9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
Haoyu Qiu 35d0878139 Localize unnamed project name in editor window title 2022-04-11 12:50:10 +08:00
kobewi 63de41b996 Improvements to files_dropped signal 2022-04-11 00:37:06 +02:00
bruvzg f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
bruvzg d1207a0504
[Input] Add extra `shortcut_input` input processing step to process Unicode character input with Alt / Ctrl modifiers, after processing of shortcuts. 2022-04-05 13:46:45 +03:00
reduz e32215fbad Add Blender install autodetection and configuration.
This PR is a continuation to #54886

* Changed Blender path editor setting from binary to installation.
* Add a class to query whether the format is supported.
* This class allows to create proper editors to configure support.

**NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2022-04-01 11:01:12 +02:00
Rémi Verschelde b7850bb1e8
Merge pull request #58395 from Geometror/editor-node-data-cleanup 2022-03-30 23:41:36 +02:00
Hendrik Brucker 314430b868 Cleanup EditorNode and EditorData
Co-authored-by: Eric M <itsjusteza@gmail.com>
2022-03-30 20:12:26 +02:00
reduz 45f74ceb85 Add PortableCompressedTexture
* Resource that allows saving textures embedded in scenes or standalone.
* Supports only formats that are portable: Lossy, Lossles or BasisUniversal

This is something I wanted to add for a long time. I made it now because @fire
requires it for importing GLTF2 files with embedded textures, but also this
will allow saving Godot scenes as standalone binary files that will run
in all platforms (because textures will load everywhere).

This is ideal when you want to distribute individual standalone assets online
in games that can be built from Godot scenes.
2022-03-30 10:39:41 +02:00
Rémi Verschelde 88299c1589
Merge pull request #59496 from KoBeWi/inspector_teleport 2022-03-29 13:26:49 +02:00
Fredy Huya-Kouadio 5711037bf6 Android port of the Godot Editor
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices.
UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback.

Co-authored-by: thebestnom <shoval.arad@gmail.com>
2022-03-28 14:04:51 -07:00
Haoyu Qiu ccde2bf66f Add property name style toggle to Inspector 2022-03-28 18:52:09 +08:00
Haoyu Qiu af3a5ea7ea Update SceneTree debug colors when settings changed 2022-03-28 10:49:18 +08:00
Vitika9 eb81ac8fc5 Made reload current project ask for confirmation with unsaved changes 2022-03-27 13:11:19 +05:30
kobewi 6b3c964080 Switch scene when editing foreign resource 2022-03-25 01:17:30 +01:00
bruvzg f80148e3d1
[Editor] Fix reloading editor theme on font / font size setting change. 2022-03-21 08:20:09 +02:00
Michael Alexsander deb1342036 Make `TabBar/Container` default their alignments to the left instead of center 2022-03-17 18:12:23 -03:00
Rémi Verschelde c0b472dfe2
Merge pull request #58967 from fire-forge/gradient2d_editor 2022-03-17 19:43:29 +01:00
FireForge 9c0261ff85 Add GradientTexture2D editor plugin 2022-03-17 10:32:54 -05:00
bruvzg 98d0af7d5c
Implement GDExtension export plugin. 2022-03-16 11:16:19 +02:00
kobewi 3c53752b4a Cleanup embed subwindows getters 2022-03-13 18:20:53 +01:00
kobewi c53a84fdfd Improve scene tab close button options 2022-03-13 02:14:32 +01:00
Aaron Franke 918b09cabc
Initialize bools in the headers in editor 2022-03-12 13:34:06 -06:00
kobewi 42078dec9f Allow negative indexes in ItemList and PopupMenu 2022-03-12 01:14:03 +01:00
Rémi Verschelde 7e4a8d3ab3
Merge pull request #58706 from timothyqiu/property-i18n 2022-03-10 21:09:50 +01:00
reduz 6f51eca1e3 Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.

Most classes that make sense have been converted. Missing:

* Physics servers
* VideoStream
* Script* classes.

which will go in a separate PR due to the complexity involved.
2022-03-10 12:28:11 +01:00
Rémi Verschelde f17c5501eb
Merge pull request #58865 from timothyqiu/more-i18n
Add missing i18n to various strings
2022-03-09 20:38:19 +01:00
Michael Alexsander 182e038af5 Replace `TabBar`'s `min_width` with `max_tab_width` and expose it 2022-03-09 01:48:18 -03:00
Haoyu Qiu 25d93200c8 Add missing i18n to various strings 2022-03-07 21:50:49 +08:00
kobewi 2057ea2883 Remove duplicate editor settings definitions 2022-03-06 22:05:49 +01:00
kobewi 7d44bb8f06 Remove set_as_minsize() 2022-03-06 00:57:42 +01:00
Rémi Verschelde cdd63fa872
Merge pull request #53839 from EricEzaM/editor-settings-changed-settings
Added ability to get list of editor settings changed when saving editor settings. Optimised settings changed notification.
2022-03-05 12:54:38 +01:00
Eric M daceae79e8 Made use of EditorSettings 'settings changed' to optimise settings changed notifications. 2022-03-05 19:26:40 +10:00
Michael Alexsander a811ebf699 Make `TabContainer` use `TabBar` internally 2022-03-03 21:49:58 -03:00
Haoyu Qiu d6df2ffad8 i18n: Make property paths and categories translatable 2022-03-03 18:31:40 +08:00
Hugo Locurcio 958912a33f
Use versioned URL for "Online Documentation" buttons in the editor
This also avoids a redirect, making the page appear to load faster.
2022-02-17 18:17:02 +01:00
Rémi Verschelde b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Rémi Verschelde 11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00
trollodel cd1d7294d8 Remove the EditorNode parameter from EditorPlugins create methods
Remove EditorNode usage from the Navigation editor plugin.
2022-02-14 18:21:42 +01:00
trollodel 05b56f316d Remove most EditorNode constructor parameters and fields 2022-02-14 14:16:24 +01:00
Hendrik Brucker b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Yuri Sizov 107b6f299c Reorganize inspector layout workflow for Control nodes 2022-02-10 20:29:34 +03:00
Rémi Verschelde 90162851a7
Core: Move generated `VERSION_HASH` to a `.cpp` file
This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
2022-02-09 09:20:17 +01:00
Ellen Poe 41a158af56
Add AudioStreamRandomizer, replacing AudioStreamRandomPitch
Add additional randomization options.
2022-02-09 00:05:32 +01:00
Rémi Verschelde 25d4c14fef
Merge pull request #57627 from JFonS/occluder_improvements 2022-02-08 23:23:50 +01:00
Rémi Verschelde a66e55069e
Merge pull request #57796 from akien-mga/revert-sname-theme-setters 2022-02-08 11:13:24 +01:00
Rémi Verschelde fc076ece3d
Revert "Add missing SNAME macro optimization to all theme methods call"
This reverts commit a988fad9a0.

As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
2022-02-08 10:17:25 +01:00
Rémi Verschelde 317cd0b19a
Refactor some object type checking code with `cast_to`
Less stringly typed logic, and less String allocations and comparisons.
2022-02-08 10:08:34 +01:00
Michael Alexsander 59e9a8c275 Fix theming for floating window docks 2022-02-07 09:55:25 -03:00
jfons dd970482c5 Improvements and fixes to occluders
Improvements:
* Occluder3D is now an abstract type inherited by: ArrayOccluder3D, QuadOccluder3D, BoxOccluder3D, SphereOccluder3D and PolygonOccluder3D. ArrayOccluder3D serves the same purpose as the old Occluder3D (triangle mesh occluder) while the rest are primitives that can be used to manually place simple occluders.
* Occluder baking can now apply simplification. The "bake_simplification_distance" property can be used to set a world-space distance as the desired maximum error, set to 0.1 by default.
* Occluders can now be generated on import. Using the "occ" and "occonly" keywords (similar to "col" and "colonly" for colliders) or by enabling on MeshInstance3Ds in the scene's import window.

Fixes:
* Fixed saving of occluder files after bake.
* Fixed a small error where occluders didn't correctly update in the rendering server.

Bonus content:
* Generalized "CollisionPolygon3DEditor" so it can also be used to edit Resources. Renamed it to "Polygon3DEditor" since it was already being used by other things, not just colliders.
* Fixed a small bug in "EditorPropertyArray" where a call to "remove" was left after the "remove_at" rename.
2022-02-07 13:04:51 +01:00
Rémi Verschelde b024602660
Merge pull request #57725 from jmb462/missing-sname-theme-setters 2022-02-07 11:46:25 +01:00
kobewi ee3b7bc747 Move Replication tab to a fixed position 2022-02-07 01:06:55 +01:00
jmb462 a988fad9a0 Add missing SNAME macro optimization to all theme methods call 2022-02-06 23:06:11 +01:00
jmb462 1ce81dc5f2 Add missing SNAME macro optimization in some function calls 2022-02-06 15:54:04 +01:00
Fabio Alessandrelli c971316d88 [Editor] Replication plugin to configure MultiplayerSynchronizers.
Allows configuring the MultiplayerSynchornizer in a way similar to
AnimationPlayer.
Properties are added manually, edither as plain properties, or via the
NodePath format for child nodes' properties "path/to/node:property"
relative to the MultiplayerSynchronizer root path.

Nice things to add would be:
- Moving properties up/down in the list.
- Some form of keying, autmatic filling of the replication properity
  line edit.
2022-02-04 14:56:30 +01:00
Rémi Verschelde 29c4644890
Merge pull request #57086 from YeldhamDev/scene_tabs_fix 2022-02-04 11:01:41 +01:00
Rémi Verschelde 7be7623d69
Merge pull request #57494 from Geometror/project-and-editor-settings-fixes 2022-02-02 21:55:08 +01:00