Rémi Verschelde
72f74eb29e
Merge pull request #45943 from KoBeWi/YEEEET
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Remove Merge From Scene
2021-02-18 15:15:19 +01:00
kobewi
6146d95a9d
Fix internal resource detecting when pasting nodes
2021-02-13 02:57:29 +01:00
kobewi
6b4faa355c
Remove Merge From Scene
2021-02-13 01:35:03 +01:00
Rémi Verschelde
e7ab3a4132
Merge pull request #34892 from KoBeWi/copy-pasta_v7
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Yet another node copy-paste PR
2021-02-12 23:16:31 +01:00
kobewi
36494e8526
Duplicate resources pasted to other scenes
2021-02-12 22:38:38 +01:00
reduz
28537d8c84
Fix LineEdit minimum width
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-Changed theme setting name to make more sense of what it does
-Reduced amount of minimum characters, so minimum size is smaller.
2021-02-12 17:04:38 +01:00
Tomasz Chabora
abe548d76d
Add node copy-paste
2021-02-09 20:53:06 +01:00
kobewi
05f29b16b6
Change how editable children data is stored
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Co-authored-by: hilfazer <az13337@gmail.com>
2021-01-17 23:37:40 +01:00
kobewi
881c8da0a0
Unify single and multiscene instancing
2021-01-15 20:13:09 +01:00
Pedro J. Estébanez
6fbe0a494b
Fix cases of resources destroyed too early
2021-01-06 23:40:50 +01:00
kobewi
f5d51288b8
Properly edit the instanced node in the inspector
2021-01-05 14:14:45 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal
5b937d493f
Rename empty() to is_empty()
2020-12-28 10:39:56 +00:00
Marcel Admiraal
4b8b803931
Rename Control margin to offset
2020-12-23 06:25:56 +00:00
Marcel Admiraal
8509c8c8fc
Rename AcceptDialog get_ok() to get_ok_button()
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Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-14 18:43:52 +00:00
Tomasz Chabora
2c048ea164
Cleanup unused engine code
2020-12-09 12:12:36 +01:00
Aaron Franke
1b348b3c17
Remove connect *_compat methods
2020-12-05 17:56:47 -05:00
Rémi Verschelde
a09846e015
Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-rework
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Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
2020-11-28 09:04:25 +01:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
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Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Eric M
efe5c250d5
Implement new shortcuts system.
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unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
2020-11-23 21:14:26 +10:00
Eric M
9d7d20a978
Added accept_event() calls for SceneTreeDock and BaseButton
2020-11-23 21:14:25 +10:00
Marcus Brummer
3629651ef8
Fixed deletion of nodes with exported node paths
2020-11-18 00:12:32 +01:00
Rémi Verschelde
b59a6fc40e
Merge pull request #38201 from Calinou/editor-f2-rename-node
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Require Ctrl for switching between editors, bind F2 to Rename Node
2020-11-17 15:09:39 +01:00
Rémi Verschelde
d107fd4c9e
SceneTree: Fix reparent crash with animation tracks renaming disabled
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This check was there since the first commit in 2014, but a later feature added in 2018
with #17717 did not properly update the code while adding non animation-related code
in `perform_node_renames`.
Fixes #40532 .
2020-11-13 13:41:33 +01:00
reduz
127458ed17
Reorganized core/ directory, it was too fatty already
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Gilles Roudière
6386bf60ea
Fix error on attaching script
2020-10-26 23:26:44 +01:00
Gabriel Van Eyck
a22275c8a2
Keep 'Editor Description' metadata when changing a Node's type
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Also copy edit group/lock when replacing a Node3D
2020-10-18 11:22:54 -07:00
reduz
351a122029
Add ability to bind an unbind arguments to Callable.
2020-10-09 19:43:22 -03:00
Marcus Brummer
fdec257e58
Fixed renaming/moving of nodes with exported NodePaths
2020-09-25 16:33:58 +02:00
booer
3d69385655
Fix changing icons' colors when switch dark and light theme
2020-09-17 09:33:19 +07:00
SkyJJ
280d4e2965
Fix TTR misuse
2020-07-24 15:15:23 +02:00
Michael Alexsander
5643d2e3fe
Small naming and tooltip tweaks
2020-07-23 20:17:43 -03:00
Nehluxhes
c85d04a771
Remove duplicate node update call
2020-07-21 19:47:44 +02:00
Stijn Hinlopen
526e060b73
Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and resource depency dialogs).
2020-07-14 14:35:22 +02:00
Rémi Verschelde
84c68ebb11
Merge pull request #40034 from hinlopen/fix-new-node-crash
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Fix: Crash when trying to add new node
2020-07-02 16:26:40 +02:00
Stijn Hinlopen
81b6000812
Fix crash by calculating wrong size of array.
2020-07-02 10:58:41 +02:00
Juan Linietsky
f0e320decf
Fix some popups menu missing screen transform.
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Closes #38591
2020-07-01 14:44:19 -03:00
Rémi Verschelde
435a4c117e
Merge pull request #39954 from hinlopen/delete-nodes-msg
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Delete Nodes message
2020-07-01 15:17:38 +02:00
Stijn Hinlopen
8b046ed477
Deleting multiple nodes displays correct message.
2020-07-01 12:59:55 +02:00
Stijn Hinlopen
ec86d32684
Add Control to preferred types
2020-06-30 12:00:55 +02:00
Hugo Locurcio
31b7f02a29
Remove ToolButton in favor of Button
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ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081 .
2020-06-19 20:49:49 +02:00
Michael Alexsander
f30e4dbf54
Fix scene tree showing up when the root selection is present
2020-06-09 19:06:15 -03:00
Andrii Doroshenko (Xrayez)
52f3cfca6f
Prevent crash attaching a script with no languages registered
2020-05-31 21:01:42 +03:00
Michael Alexsander
d015e4d6fc
Keep "lock" metadata when changing a Node's type, if applicable
2020-05-19 10:42:15 -03:00
Dominik 'dreamsComeTrue' Jasiński
7f5c81c32f
Replace 'add_child_below_node' with 'add_sibling' in Node
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Fixes : #19642
2020-05-15 22:02:00 +02:00
Rémi Verschelde
0ee0fa42e6
Style: Enforce braces around if blocks and loops
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Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
0be6d925dc
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027 .
2020-05-14 16:54:55 +02:00
Rémi Verschelde
62bf8b4dd6
Merge pull request #38594 from Calinou/rename-clear-script-action
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Rename the Clear Script editor action to Detach Script
2020-05-11 11:31:31 +02:00
Rémi Verschelde
69de7ce38c
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
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Part of #33027 .
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
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Part of #33027 , also discussed in #29848 .
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00