Commit Graph

431 Commits

Author SHA1 Message Date
Pedro J. Estébanez 7b0ed2aa5e Rename Variant::is_ref() to is_ref_counted() 2022-01-20 18:46:25 +01:00
Michael Alexsander b3a82f8310 Make Scene dock menu button an actual `MenuButton` 2022-01-20 08:54:36 -03:00
fire540 f8dde5871c Fix Create Root Node dialog expanding in favorites tab 2022-01-19 16:05:02 -06:00
kobewi 6630eb3b5a Improve node pasting 2022-01-18 16:54:53 +01:00
Rémi Verschelde 5bc87025f4
Merge pull request #55809 from cdemirer/fix-reparenting-inherited-nodes 2022-01-18 10:54:59 +01:00
cdemirer 31a6ad83fd Editor: Disallow reparenting inherited nodes 2022-01-18 00:37:17 +08:00
Rémi Verschelde ae06511bf6
Merge pull request #55569 from KoBeWi/expand_all_was_a_mistake 2022-01-13 12:42:28 +01:00
kobewi 9e095bb68b Fix some more wrong node names 2022-01-07 00:27:20 +01:00
SaracenOne 941ea38b9a Prevent saving branches in foreign scenes 2022-01-06 15:04:12 +00:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
kobewi fe71a91de9 Move and rename Collapse/Expand All button 2021-12-23 22:19:56 +01:00
Rémi Verschelde c972948c21
Merge pull request #55761 from KoBeWi/alt_hack 2021-12-21 11:35:14 +01:00
kobewi bd6e9e0d6e Allow to copy foreign nodes 2021-12-13 13:33:06 +01:00
Pedro J. Estébanez 18663aa305 Stop asuming a default value of NIL means there's no default 2021-12-11 14:03:48 +01:00
kobewi acf563e59f Add drag and drop for NodePaths 2021-12-09 18:50:57 +01:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Yuri Roubinsky 771491d358 Add `New Shader` option to the FileSystemDock popup menu. 2021-12-03 19:42:58 +03:00
Andreas Raddau 2b7eab7c87 Fix editor crash when expanding/collapsing empty scene tree 2021-12-01 20:18:20 +01:00
Hugo Locurcio 9c6032b46a
Fix scene tree dock icon not switching colors on theme change
This fixes the "three vertical dots" button at the right of the
scene tree dock when switching from a dark theme to a light theme
or vice versa.
2021-11-29 19:42:06 +01:00
Yuri Roubinsky eabf8f5edf Added `reset_size` method to `Control` and `Window` classes 2021-11-22 16:55:21 +03:00
Aaron Franke 3c0fdcc8ac
Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
Hugo Locurcio 7cc33b14c9
Use Enter instead of F2 as an editor renaming shortcut on macOS 2021-11-12 20:50:23 +01:00
Rémi Verschelde 88c4380737
Modules: Make sure to include modules_enabled.gen.h where needed 2021-11-12 13:42:58 +01:00
kobewi 688f42c691 Fix node naming in scene tree dock 2021-11-11 22:30:41 +01:00
Pedro J. Estébanez 1806ec7c14 Unify determination of default property values 2021-11-07 15:27:47 +01:00
kobewi e393c2a734 Add is_built_in() method to Resource 2021-11-04 12:45:58 +01:00
Rémi Verschelde a2803f3d86
Merge pull request #54072 from KoBeWi/hrcr_is_ded 2021-11-03 17:31:48 +01:00
kobewi 07065d67e1 Infer shader type based on edited node 2021-11-03 15:27:38 +01:00
kobewi de4f29f458 Remove node_hrcr hack 2021-10-28 01:43:34 +02:00
Rémi Verschelde 164dc11e04
Merge pull request #45699 from TokageItLab/implement-skeleton-editor-gizmo
Implement Skeleton Editor Gizmo
2021-10-06 21:11:20 +02:00
Silc Renew f2e9867e9f Implemented SkeletonEditorGizmo
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2021-10-07 01:07:46 +09:00
Rémi Verschelde 8f227e9da3
Merge pull request #51413 from KoBeWi/🚗 2021-10-04 20:31:47 +02:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
Hugo Locurcio 570cdc128f
Rename Node's `filename` property to `scene_file_path` for clarity 2021-09-30 16:50:25 +02:00
Rémi Verschelde f410852f9c
Merge pull request #52172 from kleonc/scene-tree-dock-ensure-single-select 2021-09-29 09:15:43 +02:00
Aaron Franke 4fc639916c
Allow disabling the RegEx module in the editor 2021-09-15 12:08:53 -05:00
kobewi d4f4cfbb40 Save branch as scene by dropping to filesystem 2021-09-09 00:59:10 +02:00
kleonc 5d25115e80 SceneTreeDock Ensure to deactivate multi edit when selection changes to a single node 2021-08-28 01:55:06 +02:00
reduz 5cecdfa8af Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.

Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-23 08:10:13 -03:00
Lightning_A 285024e806 Focus the scene tree dock after hitting one of the "Create Root Node:" buttons 2021-08-11 18:15:24 -06:00
kobewi 6098403f07 Move the option to new menu 2021-08-12 01:34:52 +02:00
kobewi e401cd58f1 Add option to not expand tree on node select 2021-08-12 00:36:56 +02:00
Yuri Roubinsky 5e5cd2495d Added editor dialog for easily creating shaders. 2021-08-07 21:02:13 +03:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Rémi Verschelde 6b1886f998
Merge pull request #50319 from nekomatata/optimize-node-path-check
Optimize NodePath update when renaming or deleting nodes in the editor
2021-07-22 12:13:10 +02:00
kobewi 31a81562a8 Fix Change Node Type after Add Node Here 2021-07-20 16:47:57 +02:00
Rémi Verschelde b1eee24e26
Merge pull request #50517 from KoBeWi/🌳💣
Assign value to property by dropping to scene tree
2021-07-19 18:08:47 +02:00
kobewi 5faf51a5aa Assign value to property by dropping to scene tree 2021-07-19 16:16:50 +02:00
reduz 6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
kobewi f4b361dd15 Add header theme type variations to labels 2021-07-13 15:42:09 +02:00
Rémi Verschelde 3c0c202bf6
Merge pull request #49725 from EricEzaM/multi-node-picking-fixes
Fixes for multi-node editing interactions.
2021-07-12 19:23:13 +02:00
PouleyKetchoupp ff40c3f3c8 Optimize NodePath update when renaming or deleting nodes in the editor
Now the process uses a Map to lookup node pointers instead of iterating
over all modified node paths in a list and comparing them for each
property to check.

The process also avoids checking properties with empty node paths and
does an early exit on deleted nodes to avoid checking the node and its
descendants.

Also made a minor change in NodePath::rel_path_to() to avoid resizing a
Vector many times for long paths (with copy-on-write each time). Now
it's down to 2 resize calls in any case.
2021-07-09 11:42:39 -07:00
kobewi 36434cb2e6 Fix node list with Add Node Here 2021-07-08 00:52:49 +02:00
Hugo Locurcio 99909cb4f7
Add a root Node3D automatically if absent when adding preview sun and sky
This makes for a smoother prototyping process compared to displaying
an error message.
2021-07-07 01:59:46 +02:00
PouleyKetchoupp 62ce81ec15 Coding style fix in editor NodePath update
Added r_ prefix for reference arguments that can be modified.
2021-06-30 11:50:40 -07:00
Rémi Verschelde dfdde2c598
Merge pull request #49812 from nekomatata/node-path-editor-update
NodePath properly updated in the editor in more cases when nodes are moved or renamed
2021-06-29 12:51:38 +02:00
PouleyKetchoupp 3e4e530523 NodePath properly updated in the editor in more cases
Fix more cases of node path needing an update when nodes are renamed or
moved in the editor.

Built-in node properties:
Before, node paths were checked only for script export variables. Now
all properties are checked from the node, which includes built-in node
properties.
Allows proper node path updates for nodes like remote transform, physics
joints, etc.

Arrays and dictionaries:
Node paths nested in array and dictionary properties are now also
updated in the editor.

Also update the documentation to be clear about node path update in the
editor and at runtime.

Co-authored-by: latorril <latorril@gmail.com>
2021-06-28 09:28:29 -07:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Eric M 83cb48e69e Fixes for multi-node editing interactions.
1. When having 2 nodes selected, deselecting one in the ScemeTreeDock would keep the inspector in MultiNodeEdit rather than editing the one remaining node directly. This is now fixed. Closes #49451
2. In the Node3D editor, Shift-Selecting a region (drag selecting) would *deselect* nodes which were already selected, and select ones which were not, essentially inverting the selection. This is now fixed - shift-drag-selecting will only add nodes to the selection. To deselect, individual nodes can be clicked on. I am not sure if there is an issue open for this - it was a bug I found while testing other changes.
3. Other minor code cleanup.
2021-06-19 13:07:42 +10:00
Rémi Verschelde 80d057269f
Revert "Fix SceneTreeDock::_selection_changed to handle to single selection from Multiple Selection" 2021-06-16 02:12:01 +02:00
Aitor Cereceto 1ef9b8645c [49451] fix: Control _selection_changed from Multiple Selection 2021-06-10 12:04:07 +02:00
kobewi 8e8398209e Don't remap resources belonging to instance 2021-06-07 12:52:05 +02:00
trollodel bca0d36fe6 Improve TreeItem API and allow to move nodes 2021-05-17 22:06:46 +02:00
Rémi Verschelde 0ec809462e
Merge pull request #47530 from likeich/add_instance_child_shortcut
Adds command+shift+a shortcut to instance a scene
2021-05-07 01:43:41 +02:00
Kyle e168baf433 Remove extra separator
Removes an extra separator when Scene Tree Editing is disabled. Discussed in #48518
2021-05-06 17:37:12 -04:00
Kyle 10d5d4d3cd Fixed cut/copy/paste visibility
Fixes #48514 by moving the visibility of these buttons into their own if statement that depends on if scene tree editing is allowed. Previously it was under the script editing setting which is unexpected as it works with nodes and the scene tree.
2021-05-06 16:01:36 -04:00
reduz 90056460ad Implement Particle Trails
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
2021-04-30 17:38:02 -03:00
Rémi Verschelde f41e7779fd
Merge pull request #47611 from Bhu1-V/PR/instance-scene-fix 2021-04-19 10:38:56 +02:00
Bhuvan Vemula 9eb3546f38 instance-scene: make parent as edited_scene if no parent selected. 2021-04-17 19:16:18 +05:30
Hugo Locurcio 6d2f5ee244
Add a tooltip to document performance issues of the Remote scene tree 2021-04-12 17:49:51 +02:00
Rafał Mikrut 504bc5cc67 Fix crashes in *_input functions 2021-04-05 08:52:21 +02:00
Rémi Verschelde 4b6e9f3157
Merge pull request #46991 from madmiraal/rename-invert-reverse
Rename Array.invert() to Array.reverse()
2021-04-01 13:32:22 +02:00
Kyle ea5445655c Add ctrl+shift+a to instance scene in scenetree dock
Adds another key shortcut to instance a scene in the scentree dock. Complements ctrl+a to add a node.
2021-03-31 20:28:34 -04:00
Aaron Franke 10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
Hugo Locurcio 4c8f458c90
Tweak error messages for the Save Branch as Scene editor option
See https://github.com/godotengine/godot-proposals/issues/2433.
2021-03-21 15:50:37 +01:00
Marcel Admiraal 755c70b871 Rename Array.invert() to Array.reverse()
Does the same internally for List and Vector<>, which includes all
PackedArray types.
2021-03-21 10:20:08 +00:00
Rémi Verschelde 27dea9366f
Merge pull request #46510 from hilfazer/nested_scene_duplication_4_0
Support for duplication of nested instanced scenes
2021-03-11 21:39:43 +01:00
hilfazer 72134a7f2a Support for duplication of nested instanced scenes 2021-03-11 19:26:15 +01:00
Rémi Verschelde ec7053259b
Merge pull request #41437 from KoBeWi/put_it_here
Allow to create a node at specific position
2021-03-01 15:48:53 +01:00
Oliver Dick 0559fc58d1 SceneTreeDock: Changed "Save Branch as Scene" to make use of Node::duplicate_from_editor, which is also used by "Duplicate" function of the SceneTreeDock
- Removed Node::duplicate_and_reown method as it is not used anymore
2021-02-28 17:19:01 +01:00
Tomasz Chabora 8df22a03c4 Allow to create a node at specific position 2021-02-26 14:40:28 +01:00
hilfazer e28cc34db8 Prevent 'Change Type' on nodes from an instanced scene 2021-02-26 07:18:21 +01:00
Rémi Verschelde 72f74eb29e
Merge pull request #45943 from KoBeWi/YEEEET
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
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
-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
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
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()
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