Rémi Verschelde
140350d767
Style: Enforce braces around if blocks and loops
...
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde
a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
...
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
2021-05-04 14:45:16 +02:00
Rémi Verschelde
6e600cb3f0
Style: Set clang-format Standard to c++14
2021-05-04 14:45:15 +02:00
kobewi
b824895065
Allow to drop files on filtered scene tree
...
(cherry picked from commit 4e64c9fd4d
)
2021-04-26 13:15:28 +02:00
ray90514
045cf246d4
Fix Node can not be reselected
...
(cherry picked from commit b0c881392a
)
2021-03-14 12:03:22 +01:00
abaire
b032067e42
Relaxes Node naming constraints in glTF documents to match the Editor.
2021-03-12 08:35:50 -08:00
Rémi Verschelde
b7695f13d2
Merge pull request #46217 from Chaosus/fix_scenetree_timeout_3.2
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[3.2] Fix connecting signal to `SceneTreeEditor::update_timer`
2021-02-19 13:43:40 +01:00
Yuri Roubinsky
d5cb968b81
[3.2] Fix `SceneTreeEditor::update_timer` - timeout signal
2021-02-19 14:39:53 +03:00
Pedro J. Estébanez
ec0085973f
Fix SceneTreeEditor::_update_tree() binding
...
(cherry picked from commit 20f48f0105
)
2021-02-16 14:27:40 +01:00
Pedro J. Estébanez
1b9a01948e
Keep selected node visible after filter change
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(Implemented both for the local and remote scene tree docks.)
2021-02-08 02:25:14 +01:00
Rémi Verschelde
49646383f1
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 🎆
(cherry picked from commit b5334d14f7
)
2021-01-13 16:17:06 +01:00
Leleat
15c56de212
striped edges on node rename in SceneTreeDock
...
(cherry picked from commit 32e52217ff
)
2020-09-29 08:54:45 +02:00
Haoyu Qiu
38509f1a89
Prevent dragging from SceneTree buttons
...
(cherry picked from commit 45d0799b5b
)
2020-07-03 13:17:57 +02:00
Rémi Verschelde
a7f49ac9a1
Update copyright statements to 2020
...
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
Michael Alexsander Silva Dias
4689ece741
Minor visual adjustment in drag preview of the scene and file tree editors
2019-09-30 13:36:49 -03:00
Hugo Locurcio
9eb10f1e4a
Add an `editor_description` property to Node for documentation purposes
...
It is implemented using editor-only metadata, in a way similar to
edit locking or Position2D gizmo extents.
This closes #2082 .
2019-08-23 15:53:07 +02:00
Rémi Verschelde
5c853a45e6
Merge pull request #31423 from Calinou/improve-node-signal-group-tooltip
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Improve the scene tree signals/groups tooltip
2019-08-18 10:55:16 +02:00
Hugo Locurcio
c62302a432
Improve the scene tree signals/groups tooltip
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The tooltip now displays the number of connections and groups
that are assigned to the hovered node.
2019-08-17 14:20:16 +02:00
Emmanuel Barroga
c9445a0faa
Adds Attaching Script via Script Editor
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Allows you to attach a script by dragging the name in the script list of the script editor to the node in the scene tree.
2019-08-16 12:22:18 -07:00
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
Shiqing
dd1589b2bc
Fix potential crash caused by type mismatch in Ref
2019-07-12 23:53:07 +08:00
unknown
8934a26565
Added filter to SceneTreeDialog
2019-07-06 22:41:47 +05:30
qarmin
4e5310cc60
Some code changed with Clang-Tidy
2019-06-26 15:08:25 +02:00
Emmanuel Barroga
e15c5489a8
Added script name tooltip for Open Script Icon
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Resolves issue: 29541
2019-06-12 08:10:00 -07:00
Rémi Verschelde
971b5160c6
Merge pull request #29306 from qarmin/small_code_fixes
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Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-12 12:49:21 +02:00
Michael Alexsander Silva Dias
31218a07de
Improve conections dialog
2019-06-06 02:40:20 -03:00
qarmin
8245db869f
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-03 21:52:50 +02:00
Tomasz Chabora
a019641e73
Deselect hidden nodes on filter
2019-05-26 20:05:02 +02:00
PouleyKetchoupp
3f174c86d0
Fixed scene tree update after changing node name in tool script
2019-05-24 15:27:22 +02:00
Rémi Verschelde
e0574e1d98
Fix typos with codespell
...
Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
Sintinium
d1fa546dc9
Undo support for locking and grouping for both 2D and 3D
2019-04-26 18:16:59 -05:00
Rémi Verschelde
db3dd67d47
Merge pull request #28130 from JFonS/add_3d_grouping
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Add grouping to 3D editor
2019-04-21 09:30:15 +02:00
JFonS
42043a22e8
Add grouping to 3D editor
2019-04-17 18:24:28 +02:00
Michael Alexsander Silva Dias
75bbd8259a
Fix styling in 'SceneTreeDialog'
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Fixes #28029 .
2019-04-15 20:21:51 -03:00
Juan Linietsky
9f4b5a91c0
Reorganized connection dialog for much improved ease of use.
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-Removed dest path field
-Added a "Source" signal
-Added an "Advanced" button to hide complexity
-Fix bug on Tree to make sure "ensure visible" works on hidden trees
-Fix bug on TextEdit to ensure signals created with script not open sill focus the right line
2019-04-11 23:23:24 -03:00
qarmin
2bc6ad670b
Fix toggle visibility in SceneTreeDialog
2019-03-13 11:19:51 +01:00
Michael Alexsander Silva Dias
73aaf06be7
Cleanup relationship line coding after 5f079e2
2019-03-06 14:33:26 -03:00
Juan Linietsky
5f079e2ef9
-Make tileset and meshlibrary edit in a separate inspector, fixes #26671
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-Made relationship lines appear based on theme settings, not previous hack
-Fix drawing of relationship lines (was broken)
-Fix double initialization of theme settings
2019-03-06 12:12:42 -03:00
Ankit Priyarup
ee560dd987
Invalid node name should check if new_name is empty then cancel rename, fixes 25226
2019-01-29 22:21:50 +05:30
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Michael Alexsander Silva Dias
b86b497cec
General fixes for the AnimationTree editor
2018-12-17 21:03:58 -02:00
Rémi Verschelde
7ac67bfec1
Merge pull request #23464 from GameCoderStudios/master
...
Ability to pick child nodes of scenes instances marked with "Editable…
2018-12-14 18:41:47 +01:00
Juan Linietsky
0f7a86ca52
If using relationship lines (now default) hide guides.
2018-11-18 22:00:31 -03:00
Angeloss
c15919fd6b
Ability to pick child nodes of scenes instances marked with "Editable children" to the "Add animation track/Pick node to be animated" dialog.
2018-11-02 17:29:03 -06:00
Silvano Cerza
839f3d5eeb
Warning dialog is now shown if trying to set Node name to empty string
...
If the user tried to change a Node name to an empty string in the Scene
Tree Editor an error would be returned to console, now a warning dialog
is shown with a clear message
2018-10-30 12:44:54 +01:00
QbieShay
9de3924fea
fixed visibility toggle with node selection
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before this PR toggling visibility of not selected nodes would toggle
the visibility of the whole selection.
This PR changes this behaviour, so if visibility is toggled on a node
that it is not selected, the visibility toggle will happen only on this
node.
No changes to the behaviour of when one of the selected nodes has
visibility toggled: they still toggle all together
2018-10-14 19:33:34 +02:00
willnationsdev
5436abefe4
Refactor editor icon retrieval
2018-09-14 09:27:56 -05:00
Rémi Verschelde
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00