Rémi Verschelde
48ed841dd0
Signals: Fix some regressions from #36426
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- Fix `callable_mp` bindings to methods which used to have default
arguments passed to `bind_method`. We now have to re-specify them
manually when connecting.
- Re-add `GroupsEditor::update_tree` binding.
- Misc code quality changes along the way.
2020-03-03 11:44:06 +01:00
Mateo Dev .59
b8f08b42e7
Signals: Fix signals error prints for the new signal system
2020-02-28 14:24:09 +01:00
Rémi Verschelde
f742dabafe
Signals: Manually port most of remaining connect_compat uses
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It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde
01afc442c7
Signals: Port connect calls to use callable_mp
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Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Fabio Alessandrelli
cbc450c0e5
Huge Debugger/EditorDebugger refactor.
2020-02-21 11:12:03 +01:00
Juan Linietsky
69c95f4b4c
Reworked signal connection system, added support for Callable and Signal objects and made them default.
2020-02-20 08:24:50 +01:00
follower
3cccbdf995
Fix typo/spelling: "exisiting" -> "existing"
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Specifically: "exisiting_script_removable" -> "existing_script_removable"
2020-02-18 03:10:45 +13:00
Juan Linietsky
867d073b98
Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.
2020-02-15 08:36:04 -03:00
Juan Linietsky
3f335ce3d4
Texture refactor
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Marcel Admiraal
5af3b4ca27
Remove duplicate ERR_PRINT macro.
2020-02-05 11:13:24 +01:00
volzhs
f20b3ff503
Fix error when closing Attach Node Script window
2020-01-02 12:31:31 +01:00
Rémi Verschelde
a7f49ac9a1
Update copyright statements to 2020
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Haoyu Qiu
078c0d75f2
Cleans up headers included in editor_node.h
2019-12-24 21:46:05 +08:00
Shivansh Anand
9fee540e6e
fixes #33439 . The feature now changes according to the feature profile.
2019-11-11 01:13:56 +05:30
Tomasz Chabora
4ed2abb0bf
Another scene tree dock menu cleanup
2019-11-04 16:45:16 +01:00
Edi Cikovic
d14d57120d
Fix Batch Rename not opening
2019-11-01 13:03:57 +01:00
Anubhab Ghosh
4972ef801a
Add clear menu entries for extending and replacing scripts
2019-10-23 01:57:17 +05:30
Bojidar Marinov
cfc779ccf0
Fix "Make Scene Root" deleting previous root whenever focusing another scene
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Hopefully fixes #24484 and fixes #27222 .
2019-09-28 15:29:09 +03:00
Rémi Verschelde
8868fd2d28
Merge pull request #31971 from aole/placeholder-confirmation-dialog-for-editable-children
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Placeholder confirmation dialog for editable children
2019-09-27 22:02:15 +02:00
Bhupendra Aole
cb528e31d9
Placeholder dialog for editable children
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Fire placeholder confirmation dialog box when editable children option is already checked.
Fixes #28863
2019-09-27 13:49:55 -04:00
Rémi Verschelde
de03ee94cc
Merge pull request #32296 from BenjaminRiley/save-original-scene-after-save-as-branch
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'Save Branch as Scene' also saves original scene
2019-09-25 10:07:39 +02:00
Benjamin Riley
2115bced93
'Save Branch as Scene' adds to undo history
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When saving a branch as a scene, can now undo replacing the original branch with the new branch scene. 'Save Branch as Scene' previously would not mark the original scene as changed, and therefore no prompt would appear if the scene was closed immediately after saving the branch.
The new branch scene is not deleted when undo-ing.
2019-09-25 17:08:08 +10:00
Rémi Verschelde
2f52d73c21
Merge pull request #31925 from bojidar-bg/31855-overriden-properties-docs
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Add overriden properties to the documentation
2019-09-24 11:53:43 +02:00
Tomasz Chabora
48ca6ec657
Perform reparent if position changes
2019-09-22 12:44:59 +02:00
Rémi Verschelde
769a9c521a
Merge pull request #32094 from Calinou/improve-delete-node-confirmation-2
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Improve the node deletion confirmation message
2019-09-20 23:17:29 +02:00
Michael Alexsander Silva Dias
e5d9c7dcb0
Fix some errors while reparenting nodes in the Scene dock
2019-09-14 21:07:55 -03:00
Hugo Locurcio
fd1b5cc39f
Improve the node deletion confirmation message
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- Add "the root node" in the beginning if the selected node
is the current scene's root
- Add "and its children" at the end of the message if the node
has at least one child and is not an instanced scene
2019-09-11 23:29:34 +02:00
Bojidar Marinov
6c4407bae4
Add overriden properties to the documentation
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Fixes #31855
2019-09-04 15:21:40 +03:00
Hugo Locurcio
284548c4b7
Improve the node deletion confirmation message
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The confirmation message now displays the number of nodes to delete,
or the node's name if only one node is selected.
2019-09-03 23:14:59 +02:00
thimenesup
79a4930501
Expose SceneTreeDock::get_tree_editor()
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This can be useful for plugins that rely on some signals emitted by it, Like my Networked Scene Editor plugin https://github.com/thimenesup/GodotNetworkedSceneEditor
2019-08-20 18:06:21 +02:00
Braden Bodily
71d71d55b5
Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
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Condensed some if and ERR statements. Added dots to end of error messages
Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
Tomasz Chabora
9fbba73dd5
Improve node Change Type option
2019-08-09 16:31:31 +02:00
qarmin
aab8da25ad
Fix some code found by Coverity Scan and PVS Studio
2019-07-23 09:14:31 +02:00
Rémi Verschelde
3aeca70659
Merge pull request #30697 from bojidar-bg/6067-pale-customtype-script
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Make custom types more subtle and more useful
2019-07-20 11:49:52 +02:00
Bojidar Marinov
4f72178868
Make custom types more subtle and more useful
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Implements #6067 (aaronfranke's idea)
Fixes #26980
2019-07-19 22:33:58 +03:00
Julian Murgia
249fdd9f80
Adds contextual item in scene tree dock to wrap selection in a new node
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Fixes #20187
2019-07-19 16:46:13 +02:00
hbina085
e9c1e5aa7c
Fix crash when changing Node type
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Prevent the application from crashing by simply checking if current "selection" is not null before accessing it.
Fixes #30493
2019-07-15 09:17:14 -04:00
Kanabenki
6eb6895db8
Sort selected nodes in scene tree before duplication
2019-07-06 14:51:24 +02:00
Rémi Verschelde
a9ad1e6692
Merge pull request #30321 from KoBeWi/underdup
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Smarter node placement after duplicating
2019-07-05 09:56:31 +02:00
Rémi Verschelde
26cff6ff92
Merge pull request #30316 from sparkart/master
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Reparent selection without flattening
2019-07-05 09:56:06 +02:00
LikeLakers2
d2e915623a
SceneTreeDock will reset the ScriptCreateDialog's inheritance base type
2019-07-04 16:36:24 -04:00
Tomasz Chabora
0cd9a65aa4
Smarter node placement after duplicating
2019-07-04 18:16:19 +02:00
Emmanuel Barroga
839c3bd1bf
Resolves Issue #30271 Reparent selection without flattening
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When reparenting a multi-selection via drag and drop, the hierarchy was flattened. This change resolves that issue.
2019-07-04 06:41:21 -07:00
Rémi Verschelde
e8b483ce21
Merge pull request #19936 from Xrayez/collapse-button
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Expand/collapse nodes recursively in scene tree dock
2019-07-02 10:02:24 +02:00
Rémi Verschelde
0268a4869d
Merge pull request #30196 from LikeLakers2/scenetreedock-script-creation-bugfix
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SceneTreeDock will now only attach scripts to the selected node if the ScriptCreateDialog was opened from the SceneTreeDock
2019-07-01 21:13:46 +02:00
qarmin
3c154eb93b
Remove unnecessary code and add some error explanations
2019-07-01 12:59:42 +02:00
LikeLakers2
410054db38
SceneTreeDock will now only attach scripts to the selected node if the ScriptCreateDialog was opened from the SceneTreeDock
2019-06-29 23:19:45 -04:00
Rémi Verschelde
ddba2e7b47
Merge pull request #26748 from raphael10241024/instance
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Fix editor crash when saving a scene containing an inherited scene instance.
2019-06-19 16:28:15 +02:00
Cameron Reikes
63c2d1bce1
Hide remote scene tree when adding new scene
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- Don't show create_root_dialog if remote scenetree visible
- Hide create_root_dialog on showing of remote scenetree
Fixes #29288
2019-05-30 23:56:08 -07:00
Rémi Verschelde
500fe89600
Merge pull request #28349 from KoBeWi/sprite_editor_mistake_eraser
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Add undo for Sprite Editor
2019-05-28 18:39:14 +02:00