Commit Graph

572 Commits

Author SHA1 Message Date
Hugo Locurcio 84edaef46c
Allow negative contrast values in the editor theme settings
When using a negative contrast value, the base color will be lightened
to create the derivative colors instead of being darkened.

This can lead to better-looking themes, especially for light themes.
2021-05-07 15:32:29 +02:00
Rémi Verschelde 8962d36bb1
Merge pull request #33577 from Calinou/highlight-control-flow-keywords
Highlight control flow keywords with a different color
2021-05-07 00:52:50 +02:00
Rémi Verschelde 6e621441ca
Merge pull request #45607 from Calinou/improve-editor-theme
Improve the editor theme
2021-05-06 16:45:07 +02:00
Hugo Locurcio 3f078c99f6
Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscores 2021-05-06 02:52:01 +02:00
Hugo Locurcio e905e8f145
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-05 22:38:12 +02:00
Hugo Locurcio 60b70c77e0
Improve the editor theme
The editor theme now makes use of rounded corners and less borders
to follow modern visual trends.

The default theme's colors were also tweaked to make the blue hue
more subtle (similar to the Arc theme, which was removed as a
consequence). The Alien theme was replaced by a Breeze Dark theme,
which should blend in well with the KDE theme.
2021-04-27 22:38:26 +02:00
Hugo Locurcio 6f6a09cce2
Decrease the editor FPS limit when unfocused from 20 to 10
This provides better power savings compared to the previous value.
This also speeds up project execution slightly while the editor
is running in the background.

The setting hint can now go as low as 1 FPS (1 million microseconds
per frame), for those who really need the best possible power savings.
This will make previewing animated shaders or particles impossible
when the editor window isn't focused though.
2021-04-12 00:02:33 +02:00
Rémi Verschelde ecfa2f8de2
Merge pull request #35320 from Calinou/edited-scene-extension-if-ambiguous
Display scene file extensions in the editor only if there's ambiguity
2021-03-23 12:58:07 +01:00
Hugo Locurcio 3472c3f6ea
Tweak the 3D editor grid default to not go below subdivisions of 1 meter
Small subdivisions aren't useful that often and make it difficult for
people to get a sense of scale in 3D.
2021-03-21 00:41:12 +01:00
Hugo Locurcio 218d124755
Display scene file extensions in the editor only if there's ambiguity
This also simplifies the Editor Settings as the extension is now
automatically shown to avoid ambiguity.
2021-03-20 20:38:18 +01:00
Rémi Verschelde dc1ae06557
Merge pull request #44864 from Calinou/editor-array-dictionary-increase-page-size
Increase the page size for array/dictionary editors to 20
2021-02-19 19:53:35 +01:00
Eric M 074f53563d Added ability to override built-in actions for the editor
This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
2021-02-18 16:22:50 +01:00
reduz 64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Rémi Verschelde b21f854b7f
Merge pull request #45910 from Ansraer/default-scale-highres-monitor
Adjust auto scale on 4k monitors to 150%
2021-02-14 12:54:04 +01:00
Hugo Locurcio d97d65b184
Increase the page size for array/dictionary editors to 20
With smaller arrays/dictionaries, this makes it possible to view all of
an array/dictionary's items on a single page.

Larger values could be used, but make switching between node selections
quite slow, especially on low-end CPUs. They could also be problematic
with complex resource inspectors for arrays/dictionaries that contain
Resources.

This closes https://github.com/godotengine/godot-proposals/issues/2058.
2021-02-12 17:03:00 +01:00
reduz 5ae9051771 Add ability to change Icon Saturation
-Allows for more theme freedom
-Allows for entirely B&W themes.
2021-02-12 12:16:37 -03:00
reduz b9b68b755c Improved Inspector Sub-Resource Editing
-Better margins
-Colors to delimit subresources better.
2021-02-12 09:31:47 -03:00
Ansraer 466cf0b466 Adjust auto scale on high res displays 2021-02-12 01:12:25 +01:00
reduz 1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Aaron Franke ee798c4f49
Move project-specific editor data into res://.godot/editor 2021-02-02 14:14:37 -05:00
Yuri Sizov 9d9d0f0bc9 Fix minimap capturing events and improve its theme
Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:07 +03:00
Rémi Verschelde eba982b9a3
Merge pull request #45270 from Calinou/editor-tweak-font-hinting-hint
Tweak the "Auto" editor setting hints to be more indicative
2021-01-18 16:47:18 +01:00
Hugo Locurcio 57654508c9
Tweak the "Auto" editor setting hints to be more indicative
This affects the editor scale and font hinting settings which will now
display their automatically chosen value in parentheses.
2021-01-18 16:29:04 +01:00
Rémi Verschelde 688f4aebef
Merge pull request #32321 from Calinou/editor-disable-quit-confirmation
Remove the editor quit confirmation when there are no unsaved changes
2021-01-18 12:40:17 +01:00
Hugo Locurcio 38e1965af8
Tweak the Contextual Ligatures editor setting hint for consistency
Title Case is used for all enum values in Godot.
2021-01-18 03:00:42 +01:00
Hugo Locurcio 682640083e
Remove the editor quit confirmation
The editor will still ask for confirmation if the user is working
on unsaved scenes.
2021-01-06 19:43:08 +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
Hugo Locurcio 8221037be0
Add an editor setting for the 3D selection box color
A restart is required to apply the setting change.
2020-12-29 07:35:59 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Pedro J. Estébanez b7367ac426 Add animation reset track feature
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2020-12-20 12:45:08 +01:00
Hugo Locurcio 7ae487d2bb
Increase the default Camera Zfar to 4000
This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.

This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).

This change was also applied to the editor, but it will only
apply to newly created scenes.

This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
2020-12-19 14:52:44 +01:00
bruvzg c1d261fdb0
[Complex Text Layouts] Add variable fonts support. 2020-12-13 18:43:39 +02:00
Rémi Verschelde 1a31274855
PVRTC: Move compress func to `modules/pvr`, drop obsolete PVRTexTool code
The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.

Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.

There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).

Fixes #28669.
2020-12-10 22:08:01 +01:00
Tomasz Chabora 2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
Rafał Mikrut e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
bruvzg 99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Hugo Locurcio 31cf3e2572
Use a power-of-two value for Primary Grid Steps in the 3D editor
This matches the 2D editor default behavior.

Powers of two are usually better for grid divisions as they are often
used in level design.
2020-11-21 21:35:23 +01:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-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
Paulb23 c0da97d29c Remove breakpoints from editor settings 2020-09-10 20:35:28 +01:00
Paulb23 4d7df24d46 Add main_gutter (breakpoints, bookmarks, execution lines) to code_edit 2020-09-10 20:35:28 +01:00
Hugo Locurcio 3e0226515e
Rename ShortCut to Shortcut which is more grammatically correct
See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980.
2020-09-09 21:54:54 +02:00
Rémi Verschelde be7601c94e
Merge pull request #41022 from qarmin/fixes_leak_with_creating_settings
Fixes leak with creating editor settings
2020-09-03 14:51:45 +02:00
bruvzg 03ffd6451a
Revert "[Windows] Attach to parent console instead of creating new one."
This reverts commit 4f7a49db53.
2020-08-17 19:05:48 +03:00
Hugo Locurcio 2c9d4ef961
Add an editor setting to invert 3D pan/orbit on the X axis
This also makes the invert Y axis option apply to 3D panning.

This closes #28082.
2020-08-15 13:18:57 +02:00
bruvzg 4f7a49db53
[Windows] Attach to parent console instead of creating new one. 2020-08-11 13:02:50 +03:00
Rafał Mikrut 599ccbb7d4 Fixes leak with creating editor settings 2020-08-04 16:08:06 +02:00
HaSa1002 5b51ae1c5d Add multiple programming language support to class reference 2020-07-23 15:19:09 +02:00
Paulb23 bc4cee4458 Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
2020-07-11 17:09:58 +01:00
Aaron Franke 8879625879
Dynamic infinite 3D grid
Well, infinite for all intents and purposes.
2020-05-22 19:43:59 -04:00
Rémi Verschelde 0ee0fa42e6 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
2020-05-14 21:57:34 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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
1abinitio1 712a5aff1d Add option for editor freelook camera sensitivity 2020-04-29 09:36:29 +02:00
Hugo Locurcio 8a48fb3517
Add editor freelook navigation scheme settings
Depending on what one is trying to achieve, a different freelook mode
may be more desirable.

This closes #34034.
2020-04-18 16:24:12 +02:00
Rémi Verschelde 9abb415d92
Merge pull request #37391 from dreamsComeTrue/embedded-windows-mode
Expose 'Embedded Windows Mode' as Editor and Project Settings
2020-04-04 07:58:53 +02:00
Dominik 'dreamsComeTrue' Jasiński 7af84d7213 Expose 'Embedded Windows Mode' as Editor and Project Settings 2020-04-03 21:15:22 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky 9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +01:00
Rémi Verschelde 4857648a16 i18n: Add support for translating the class reference
- Parse `.po` files from `doc/translations/*.po` like already done
  with `editor/translations/*.po`.
- Add logic to register a doc translation mapping in `TranslationServer`
  and `EditorSettings`.
- Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`).
  Strings are automatically dedented and stripped of whitespace to ensure
  that they would match the translation catalog.
- Use `DTR()` to translate relevant strings in `EditorHelp`,
  `EditorInspector`, `CreateDialog`, `ConnectionsDialog`.
- Small simplification to `TranslationLoaderPO`, the path argument was
  not really meaningful.
2020-03-20 08:48:11 +01:00
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Rémi Verschelde e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Rémi Verschelde 2d904d2f80
Merge pull request #36232 from Calinou/add-soft-line-length-guideline
Add a soft line length guideline to the script editor
2020-02-27 21:10:42 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
bruvzg 1af06d3d46
Rename `scancode` to `keycode`.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Hugo Locurcio 3e4b508c3b
Add a soft line length guideline to the script editor
The default value is 80. The hard line length guideline's
default column has been moved to 100 to account for the new
soft line length guideline.

It can be disabled by setting its value to the same column as the
hard line length guideline.

This closes https://github.com/godotengine/godot-proposals/issues/347.
2020-02-15 03:02:40 +01:00
Hugo Locurcio e10460e36f
Rename the "Last Modified" project list sorting option to "Last Edited"
The `project.godot` file will always be modified when editing a project,
but not when running it. This effectively makes the option sort by
last edition date, rather than modification as is typically understood
by users.

This closes #36127.
2020-02-12 18:13:32 +01:00
Marcel Admiraal f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Hugo Locurcio a00ead2a1f
Enable the script editor line length guideline by default
Now that the GDScript style guide has an official recommendation,
it makes sense to enable the line length guideline by default.
2020-01-02 21:47:44 +01:00
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 7ecaff578b Make the script templates' blank lines conform with the official style guide 2019-11-17 08:54:43 -03:00
Rémi Verschelde 46441d585b
Merge pull request #32835 from RobKohr/default-convert_indent_on_save-to-true
set convert_indent_on_save to default to true
2019-10-25 23:20:39 +02:00
Hugo Locurcio af89a87075
Add a "slow" modifier to freelook
This makes precise adjustments easier, without having to
touch the mouse wheel. This modifier is also available in
Blender, so this makes the freelook behavior more consistent
with it :)

In the interest of simplifying the Editor Settings, this also
removes the freelook modifier speed factor setting
(the value is now hardcoded to its default).
2019-10-14 22:50:02 +02:00
RobKohr 1c08d98ec8
set convert_indent_on_save to true
https://github.com/godotengine/godot/issues/30324
2019-10-14 15:35:17 -04:00
Bojidar Marinov db89fef8fa
Highlight singletons and class_names in GDScript
Also, implement a small QoL change for auto-typed variables.
Closes #5739
2019-09-28 13:13:18 +03:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Cykyrios ed00313a0b Reorganize & rename text editor settings categories
Add Navigation category for scroll and minimap settings.
Rename Line Numbers category to Appearance.
Rename Open Scripts category to Script List.
Rename "Draw Minimap" setting to "Show Minimap" (this is more consistent with other settings).

Reorder settings by category in code_editor.cpp to match settings list
2019-09-01 13:33:37 +02:00
Rémi Verschelde 2a855a068a
Merge pull request #31589 from Chaosus/minimap_enabled
Make code minimap to be visible by default
2019-08-23 09:38:49 +02:00
Yuri Roubinski db7bbbdbc7 Make code minimap to be visible by default 2019-08-23 08:42:15 +03:00
Andrii Doroshenko (Xrayez) f013596760 Allow to define and load script templates per project
Previously it was only possible to create custom script templates per
editor instance which could lead to certain name collisions, but now one
can create such templates per project tailored for specific use cases.

The default path to search for custom script templates is defined in
project settings via `editor/script_templates_search_path` setting as
`res://script_templates` path, yet this can be configured per project.

Templates have at most two origins now:

1. Project-specific, defined in `ProjectSettings`, for instance:
    - res://script_templates/
2. Editor script templates, for instance:
    - %APPDATA%/Godot/script_templates/

As script templates can have the same name over different paths,
the override mechanism was also added, enabling project-specific
templates over the editor ones.
2019-08-22 20:51:30 +03:00
Rémi Verschelde 7978e9071b
Merge pull request #31302 from Paulb23/issue_4881_code_minimap
Add minimap to text_edit
2019-08-22 13:15:43 +02:00
Paulb23 0cea72273f Add minimap to text_edit 2019-08-21 23:48:46 +01:00
Gilles Roudière 692a78db19 Displays smart snapping guides when snapped 2019-08-21 22:15:51 +02:00
Rémi Verschelde 99980d856b
Merge pull request #29871 from Faless/crypto/initial_pr
More Crypto, SSL server, crt/key as Resource, HashingContext
2019-08-21 18:03:03 +02:00
Fabio Alessandrelli fc411115f5 Fix Network Editor Settings setup. 2019-08-21 17:12:33 +02:00
Fabio Alessandrelli ce5a3f56a6 Rewrite StreamPeerSSL with SSLContext helper class
connect_to_stream now accepts optional parameter to specify which
certificates to trust.
Implement accept_stream (SSL server) with key/cert parameters to specify
the RSA key and X509 certificate resources.
2019-08-21 16:59:38 +02:00
PouleyKetchoupp b49226e085 Support for file not found in ConfigFile::Load and handle a few specific cases
EditorSettings::set_project_metadata: creates project_metadata.cfg if it doesn't exist
EditorPlugin::get_config: removed (not used)

Fixes #31444
2019-08-21 08:32:55 +02:00
Braden Bodily 71d71d55b5 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
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
Hugo Locurcio bfce99bc98
Set the low processor mode sleep editor settings to require a restart
These settings are only read when the editor starts.
2019-08-15 19:14:14 +02:00
Hugo Locurcio c940d29973
Add an "Auto" editor font hinting setting to match OS font rendering
The "Auto" setting picks the font hinting setting that best matches
the operating system's font rendering settings.
This font hinting setting is now the default.
2019-08-14 15:57:07 +02:00
qarmin e0b5b21863 Add some code changes/fixes proposed by Coverity and Clang Tidy 2019-08-07 12:54:30 +02:00
Rémi Verschelde 698d87bdeb
Merge pull request #30879 from Calinou/simplify-font-editor-settings
Simplify editor settings related to font hinting and antialiasing
2019-07-29 09:55:08 +02:00
homer666 4553f2e6b8 Update "Sorting Order" dropdown in Editor Settings 2019-07-28 17:40:06 +10:00
Hugo Locurcio 6c374f91dd
Simplify editor settings related to font hinting and antialiasing
A single setting is now used to control the font hinting/antialiasing
settings of both main and code fonts. This means there are 2 settings
in total (instead of 4).

Font settings were also reordered for clarity.
2019-07-28 01:10:51 +02:00
Hugo Locurcio 6f6a9d9c09
Simplify editor settings related to window dimming
Only a single checkbox is now exposed to control whether the editor
window should be dimmed when opening a popup. The main use case
for disabling it is picking colors from the editor window while
a popup is open.
2019-07-26 15:29:04 +02:00
Michael Alexsander Silva Dias 9be52a5e0f Move "Open Screenshot" from the "Editor" menu to the editor settings 2019-07-23 02:05:29 -03:00
Hugo Locurcio 755689b0e9
Enable the script editor's "Auto Brace Complete" by default
This also adds a setting hint for the "Code Complete Delay" setting
and cleans up some duplicated default setting values.

This closes #30662.
2019-07-18 21:42:10 +02:00
Hugo Locurcio 28d3a6051c
Use base `Color()` constructors instead of `Color::html()`
This results in slightly smaller binaries (-17 KB for an editor binary)
as no strings need to be allocated.
2019-07-08 21:17:10 +02:00
Ignacio Etcheverry 270af6fa08 Re-write mono module editor code in C#
Make the build system automatically build the C# Api assemblies to be shipped with the editor.
Make the editor, editor player and debug export templates use Api assemblies built with debug symbols.
Always run MSBuild to build the editor tools and Api assemblies when building Godot.
Several bugs fixed related to assembly hot reloading and restoring state.
Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
2019-07-05 09:38:23 +02:00
Rémi Verschelde d17eac735c
Merge pull request #29815 from NilsIrl/plus_file_1
Replace ` + "/" + ` with `String::file_add()`
2019-07-01 12:06:35 +02:00
Bojidar Marinov 0c4c36d823
Add default values to the editor help, docs, and generated RST
Also, make spacing of "=" in the editor help a bit more consistent.
Closes #16086
2019-06-27 18:29:35 +03:00
Rémi Verschelde eaaff9da31
Merge pull request #29941 from qarmin/redundant_code_and_others
Remove redundant code, possible NULL pointers and others
2019-06-27 01:05:18 +02:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Tomasz Chabora c81525ec05 Allow to remove 2D editor limits 2019-06-25 00:19:44 +02:00
Nils ANDRÉ-CHANG d2833d4f4d Replace ` + "/" + ` with `String::file_add()` 2019-06-23 13:33:50 +01:00
Luka Dornhecker ad504b926f Add option to toggle console window on Windows
This is an editor setting and its value can also be toggled
using an entry in the Editor toolbar. The console will still
appear briefly when starting the project manager or editor,
as it's still compiled as console application.

Does not impact exported games, which will still run without
console in release and with console in debug mode.

A project setting or export option could be added to disable
it in debug mode if there's demand for it, but that would
greatly reduce the usefulness of debug builds if Windows users
can no longer report error and crash messages.

Fixes #17889.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2019-06-20 16:55:52 +02:00
Rémi Verschelde c56ef88c5a Fix help source font setting and related cleanup
This was a regression from #28107 due to a typo in the `initial_set`
call.

I used the opportunity to harmonize the font settings by ensuring we
only get values in `editor_fonts.cpp` and set them all with proper and
consistent hint ranges in `editor_settings.cpp`.

Fixes #29774.
2019-06-14 14:25:20 +02:00
Rémi Verschelde 8c11f883d9
Merge pull request #29129 from kis3lori/remove-save-theme-for-default
Created a fallback from the "Save Theme" button to "Save Theme As" when a default theme is in use.
2019-06-13 12:10:05 +02:00
Kis Levente Lorand 0823d78374 Created a fallback from the "Save Theme" button to "Save Theme As" when a default theme is in use. 2019-06-13 11:26:08 +03:00
Rémi Verschelde f47f905248
Merge pull request #29517 from KoBeWi/pan_shop
Allow to change 2D pan hotkey
2019-06-12 12:51:22 +02:00
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Tomasz Chabora f472f0491c Allow to change 2D pan hotkey 2019-06-05 22:44:52 +02:00
Rémi Verschelde 29645c8147
Merge pull request #27334 from qarmin/add_50_percent_editor_scale
Add support for 50% editor scale
2019-05-31 15:28:14 +02:00
Hugo Locurcio ac14efcdfb
Decrease the editor FPS cap when the window is unfocused
This decreases CPU/GPU usage when the window is unfocused, which can
be beneficial to laptop users.

This also makes the low-processor mode sleep project setting no longer
affect the editor. Instead, two new editor settings now define the
duration of sleeping when the editor is focused and unfocused.

This closes #24209 and partially addresses #29257.
2019-05-30 15:42:57 +02:00
Rémi Verschelde 58f66fa848
Merge pull request #28107 from Amssat221/issue28105
Set range (10-50) to help source font size
2019-05-28 11:53:52 +02:00
Rémi Verschelde 92f67ceef3 i18n: Skip unsupported locales for editor translations
Godot currently can't properly render scripts that require Right-To-Left
and font shaping support, so we skip those.
This is a temporary measure until these features are supported.

Fixes #28577.
2019-05-21 14:38:46 +02:00
Rémi Verschelde 63e7d2db08
Merge pull request #28218 from KoBeWi/b00km4rk5
Add bookmarks for easier code navigation
2019-05-20 22:39:19 +02:00
Rémi Verschelde 79cc95c6a7
Merge pull request #27559 from groud/anchor_mode
Improve the anchors and margin workflow
2019-05-20 17:44:56 +02:00
Max Hilbrunner ee5ba3e097
Merge pull request #28366 from iwek7/feature/issue28355/showSpacesInEditor
Add feature to show spaces in code editor
2019-05-17 20:38:40 +02:00
Max Hilbrunner 2522a43256
Merge pull request #27097 from siddharth952/master
Adjusts the default color for search border
2019-05-16 23:17:53 +02:00
Max Hilbrunner bdf79f4c6e
Merge pull request #27569 from Faless/net/ipv4_link_local
Exclude link-local IPv4s from editor host list.
2019-05-14 16:08:16 +02:00
Gilles Roudiere e875f05c3b Improve the anchors and margin workflow 2019-05-13 18:55:31 +02:00
Tomasz Chabora 0bfcf8bc2f Add bookmarks for easier code navigation 2019-05-05 18:57:53 +02:00
Siddharth dc7533517f Update editor_settings.cpp
Update editor_settings.cpp

Update editor_themes.cpp

Update editor_settings.cpp
2019-05-02 18:23:37 +05:30
Guillermo 60e16e4a0d Set range and change EDITOR_DEF to EDITOR_GET
Fix indentation

Fix Indentation!

Remove 14
2019-04-30 20:14:39 +02:00
Rémi Verschelde c1cc438ce6
Merge pull request #27913 from Amssat221/issue27912
Set a range for line spacing
2019-04-30 18:31:20 +02:00
Rémi Verschelde 9dc9434b1b
Merge pull request #24437 from mateusfccp/single_quotes_option
Add settings for single-quotes on completion
2019-04-30 14:58:33 +02:00
miwanczuk fda3a568ef Issue-28355 - show spaces in editor 2019-04-30 14:57:48 +02:00
Rémi Verschelde 1ca65b5e26
Merge pull request #25751 from Calinou/faster-script-error-checking
Allow floating-point values in the idle parse delay editor setting
2019-04-30 13:47:52 +02:00
gsegovia2018 bab8c760e8 Set range for line spacing 2019-04-30 10:38:10 +02:00
Hugo Locurcio 2041e21eb5
Allow floating-point values in the idle parse delay editor setting
This also makes value changes effective without having to restart
the editor.
2019-04-26 00:01:20 +02:00
Rikhardur Bjarni Einarsson 9bfa63496a Added a marker in text_edit that tells which row is executing. 2019-04-23 21:51:01 +01:00
Paulb23 a6562cd004 Display connection information in the script editor 2019-04-20 13:13:54 +01:00
Juan Linietsky a20235aeb0 Add ability to edit editor feature profiles
Allows enabling/disabling parts of the editor and storing/loading profiles for that.
2019-04-08 19:18:51 -03:00
qarmin 910bee9fa1 Add 50% scale in Godot 2019-04-07 21:16:36 +02:00
Hugo Locurcio 00799fc8c2
Add support for type hints in non-default script editor templates
This also refactors template processing to avoid repetition.

This closes #27074.
2019-04-05 23:19:30 +02:00
Fabio Alessandrelli 2bb39ac56e Exclude link-local IPv4s from editor host list.
IPv4 has link-local addresses like IPv6 (block 169.254.0.0/16).
Those addresses should not be considered a valid option when selecting
the `remote_host` setting for the debugger.
2019-03-31 16:57:23 +02:00
Hugo Locurcio 9ba6738719
Use the accent color to highlight selected text
This makes selections easier to see, while making them fit better
within the editor theme.

This closes #22552.
2019-03-27 22:12:41 +01:00
Rémi Verschelde b17c8c0396 Fix misplaced hint for interface/theme/accent_color
Supersedes #26992.
2019-03-16 11:00:32 -07:00
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
-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
Rémi Verschelde 3916a53522
Merge pull request #22716 from Chaosus/update_theme
Make theme changing no longer requires restart to be fully applied
2019-03-06 12:36:54 +01:00
Rémi Verschelde c0050d9295 Fix creating editor data, config and cache paths
We used to abort if the system-specific data folder (e.g. `~/.local`
or `%APPDATA%`) is missing, but the next code chunk actually creates
it with `make_dir_recursive` if missing.

Fixes #26598.
2019-03-04 23:29:22 +01:00
Gilles Roudiere de95493de2 Move the FileSystem dock layout properties to the per-project layout file 2019-02-25 23:39:49 +01:00
Hugo Locurcio 07e87f6ec0
Add a setting hint for the Output panel font size
This closes #21237.
2019-02-08 19:34:43 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Mateus Felipe C. C. Pinto ca1935d6f7 Add settings for single-quotes on completion 2018-12-18 12:48:36 -02:00
Gleb Mineev b675a3f745 24303: remember sorting order in the project manager 2018-12-15 17:38:49 +01:00
Rémi Verschelde 2f31d31c23
Revert "Use more subtle indentation guides in the script editor" 2018-12-13 19:57:34 +01:00
Rémi Verschelde 77dd0561ef EditorSettings: Remove unused settings from initial set
Fixes #24291.
2018-12-12 08:31:31 +01:00
Rémi Verschelde fe68f53298 Code style: Sort EditorSettings initial set by section 2018-12-12 08:18:28 +01:00
Rémi Verschelde 3a312dbd32
Merge pull request #20725 from Calinou/textedit-subtle-indent-guides
Use more subtle indentation guides in the script editor
2018-12-09 23:10:32 +01:00
Rémi Verschelde 7439e55812
Merge pull request #23645 from Calinou/add-dynamicfont-antialias-option
Add a property to control DynamicFont anti-aliasing
2018-11-20 15:02:29 +01:00
Rémi Verschelde 563356109b Fixup to previous commit, missed one occurrence 2018-11-17 16:24:34 +01:00
Hugo Locurcio fd89464d45
Add a property to control DynamicFont anti-aliasing
- Editor font anti-aliasing can now be disabled in the Editor Settings.
- DynamicFonts used in projects can now have their anti-aliasing
  disabled in their DynamicFontData child. Changes will be visible
  upon reloading the scene in the editor.
2018-11-10 22:07:32 +01:00
Rémi Verschelde 3282539e81
Merge pull request #22977 from CakHuri/draw_relationship_lines-ON
Made 'draw relationship lines' (at Editor Settings) enabled by default.
2018-11-01 10:46:15 +01:00
Chaosus 354272d41f Make theme changing no longer requires restart to be fully applied 2018-10-25 12:19:33 +03:00
Hugo Locurcio 976b3e3284
Increase the source font's line spacing
This also increases line spacing in license texts in the editor's
About dialog.
2018-10-14 21:39:49 +02:00
M. Huri d4779c4ccf Made 'draw relationship lines' (at Editor Settings) enabled by default. 2018-10-13 14:36:38 +07:00
Michael Alexsander Silva Dias 1316595c96 Remove "Doc Path" setting 2018-10-02 22:17:31 -03:00
Hugo Locurcio 9c1d4f9da2
Use more subtle indentation guides in the script editor 2018-10-03 00:00:25 +02:00
Chaosus 943d0a90f5 Added viewport border color setting for canvas item editor 2018-09-24 16:16:40 +03:00
Rémi Verschelde f0051394da Settings: Sort text editor themes alphabetically 2018-09-22 10:02:20 +02:00
groud f19dfc1aa8 Remove auto disabling of the split-view in the FileSystem dock 2018-09-21 12:19:50 +02:00
Rémi Verschelde 69ee33896a
Merge pull request #21426 from groud/add_files_to_tree_view
Add files to tree view
2018-09-20 18:32:13 +02:00
groud 76b2ae8dc6 Fixes favorites not updating and rename favorite_dirs to favorites 2018-09-18 14:02:59 +02:00
Fabio Alessandrelli 0e56377e96 Allow system certs file to be used by Editor.
Note, it will only used by the Editor, not when running the game.
This allows package maintainer to compile Godot to use system installed
certificates when accessing the AssetLib.
2018-09-15 14:45:54 +02:00
groud 796418aa11 Merge the disable_split and show_files_in_tree settings 2018-09-14 10:22:07 +02:00
groud b2633a97b9 Add thumnails to the tree view 2018-09-14 10:14:33 +02:00
groud 5f3bbbdc81 Add support for files in the tree view 2018-09-14 10:14:33 +02:00
Rémi Verschelde 52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Rémi Verschelde de59fe04e7 Add print_verbose to print to stdout only in verbose mode
Equivalent of the cumbersome:
if (OS::get_singleton()->is_stdout_verbose())
	print_line(msg);
2018-08-24 09:23:20 +02:00
Rémi Verschelde a752e2f4a3
Merge pull request #21150 from Calinou/more-window-placement-options
Add more project window placement options
2018-08-22 22:26:52 +02:00
Hugo Locurcio 475a46c59c
Add more project window placement options
It is now possible to use the previous or next monitor (relative to
the editor) to display running projects. If either end is reached,
it will wrap around to the last or first monitor (respectively).

This closes #20283.
2018-08-22 20:21:03 +02:00
Alexander Holland 5ba083ea1b changed search help selection color 2018-08-19 22:06:20 +02:00
Chaosus 66c25d4829 Added possibility to change color of 2d editor grid 2018-08-19 10:04:16 +03:00
Rémi Verschelde 1e49b2d720
Merge pull request #20997 from Gamblify/add_files_to_tree_view
Add a way to disable the split view in the FileSystem dock
2018-08-14 22:50:51 +02:00
groud b3f02d0840 Add a way to disable the split view
Also add a parameter as the max height before split
2018-08-14 10:17:51 +02:00
Rémi Verschelde 12dd1435d2
Merge pull request #20952 from hpvb/fix-17963
When starting up try creating directories recursively
2018-08-14 09:20:14 +02:00
Hein-Pieter van Braam 321ac5ae13 When starting up try creating directories recursively
Previously we had a check to see if cache and data directories exist and
another check to try to make them if they do not. However the second
check was never reached if we don't have the directories in question.

Furthermore for cache directories on Linux people who never started a
desktop environment we need to recurisively create the XDG directory as
well as the godot specific directory.

This fixes #17963
2018-08-14 00:10:20 +02:00
Hugo Locurcio 24f39b08c7
Make the default text editor caret blink speed faster 2018-08-02 21:03:31 +02:00
Hein-Pieter van Braam 0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Rémi Verschelde 4080e7ff8e
Merge pull request #20300 from Chaosus/editorsettings_fixes
Few fixes for editor tab in editor settings
2018-07-25 01:08:31 +02:00
George Marques 03746da73f
Add editor highlight for type-safe lines
The line number is hightlighted to indicate that the line contains only
type-safe code.
2018-07-20 21:55:18 -03:00
George Marques 75f395c2a0
Use type hints to improve completion
- Allow type hints to be completed.
- Use type information to infer completion candidates.
- Show typed function signature in tooltip.
- Add type hints when completing declaration from virtual functions
(optional).
2018-07-20 21:55:17 -03:00
Chaosus 982c4d7d5c Few fixes for editor tab in editor settings 2018-07-20 13:22:22 +03:00
Juan Linietsky c69de2ba46 -Project/Editor settings now use new inspector
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00
Chaosus f29f7bf0e7 Changed themes presets to String format 2018-06-23 18:38:01 +03:00
Paulb23 08c036b706 Removed duplicate default colours and removed GDScriptHighligher colours from main editor. 2018-06-13 18:25:02 +01:00
Paulb23 8f7e791ab6 Theme saving no longer hard coded 2018-06-13 18:21:44 +01:00
Rémi Verschelde 44050cd24f
Merge pull request #19503 from akien-mga/osx-ctrl-cmd
Fix shortcuts using KEY_MASK_CTRL instead of KEY_MASK_CMD
2018-06-13 15:43:54 +02:00
Chaosus e1abb84524 Added Solarized Dark and Light themes 2018-06-13 16:05:04 +03:00
Rémi Verschelde 3f09cac267 Fix shortcuts using KEY_MASK_CTRL instead of KEY_MASK_CMD
KEY_MASK_CMD is automatically replaced by KEY_MASK_CTRL on non-OSX
and KEY_MASK_META (Command key) on OSX, so it should be used for all
Ctrl/Cmd + key shortcuts.

Also de-hacked the macOS shortcut replacements with proper conditional
definition. Not tested on macOS, cannot judge if they are good shortcuts.

Fixes #10761.
2018-06-11 07:53:28 +02:00
Michael Alexsander Silva Dias e03de3ddfc Exposed set/get_project_metadata in EditorSettings. 2018-05-16 12:44:15 -03:00
Rémi Verschelde 98e5a3ea42
Merge pull request #18442 from StraToN/add-button-sort-methods-overview
Add a ToggleButton for alphabetic sorting in methods overview
2018-05-16 10:53:55 +02:00
Ian e1fff4bc09 TextEdit word wrap 2018-05-14 16:17:48 -04:00
Martin Capitanio 1b8146f77b Editor: make custom bold font config working
Fixes #18737
2018-05-13 05:58:16 +02:00
Julian Murgia 68b9fd79e4 Add button hbox with alphabetic sort toggle above methods outline. 2018-05-11 13:30:43 +02:00
toger5 78af1e8dde fixed bodl font error message 2018-05-11 03:38:16 +02:00
Rémi Verschelde 919d802e66
Merge pull request #18183 from Paulb23/gdscript_highlighter_inital_changes
GDScript function definition and get_node shortcut syntax highlighting
2018-05-10 01:25:51 +02:00
Hugo Locurcio ce7056bb8d
Fix the 3D grid color setting hints
It was mistakenly changed to RGBA in #18525 when it should have
stayed RGB (the 3D grid does not currently support transparency).
2018-05-08 13:57:51 +02:00
Juan Linietsky 8b9b653e76
Merge pull request #18113 from toger5/bold_font
added bold font to editor (support for coustom bold font)
2018-05-07 15:54:44 -03:00
Juan Linietsky d8ea68195a
Merge pull request #18525 from Calinou/improve-3d-grid
Improve the 3D editor grid
2018-05-07 13:09:03 -03:00
Juan Linietsky e68cbec1fa Make bones have more contrast with outline 2018-05-04 11:54:21 -03:00
Hugo Locurcio 098f9b51b5
Improve the 3D editor grid
- The grid's primary and secondary colors can now be changed
- The number of grid steps (subdivisions) can now be changed
- The grid size can now be changed
- The grid is now darker by default
2018-04-30 14:24:54 +02:00
Hugo Locurcio 0eb2f6c223
Tweak the property hint ranges of caret blink and line length guideline
This allows for more precise adjustments.
2018-04-28 19:13:30 +02:00
Paulb23 adeed58477 Added GDScript NodePath highlighting 2018-04-20 21:00:07 +01:00
Paulb23 4cd16f6ba9 Added GDScript function definition highlighting 2018-04-20 20:54:31 +01:00
toger5 29216b2bad added bold font to editor (support for coustom bold font) 2018-04-19 22:00:58 +02:00
Rémi Verschelde fd79de01c2
Merge pull request #17706 from Calinou/overhaul-hidpi-settings
Overhaul the display scaling editor settings
2018-03-23 14:12:20 +01:00
Hugo Locurcio 61bf0d10d5
Overhaul the display scaling editor settings
This adds more scaling options, in addition to a custom scaling option
which allows any scale between 0.75 and 3.0 to be used.
2018-03-23 14:04:39 +01:00
Rémi Verschelde 699325f9a1
Merge pull request #17505 from ArkDShiggy/invert_y-axis
add option to invert y-axis
2018-03-23 11:28:05 +01:00
Julien CATINEAU 57e6b8781c add option to invert y-axis 2018-03-20 08:03:38 +01:00
Rémi Verschelde db289e0e85
Merge pull request #17420 from marcelofg55/fscache_err_checks
Added error checks for fscache saving
2018-03-14 09:21:31 +01:00
Marcelo Fernandez 06e537fec5 Added error checks for fscache saving 2018-03-13 13:15:03 -03:00
Hugo Locurcio c1544c12ef
Add an hinting mode setting to DynamicFonts
- Editor font hinting can now be tweaked in the Editor Settings.
- DynamicFonts used in projects now have tweakable hinting settings
  in their DynamicFontData child. Changes will be visible upon
  reloading the scene in the editor.
2018-02-28 00:12:26 +01:00
Rémi Verschelde 0671035d4f
Merge pull request #15399 from poke1024/load-one-translation
Load needed editor translation only on demand
2018-02-14 17:04:44 +01:00
Michael Alexsander Silva Dias 140340978b Changes for the "Recent Scripts" menu. 2018-02-02 15:34:36 -02:00
Razah 3455e43a13
maximum recent files increment fix 2018-01-25 00:52:49 +03:00
Juan Linietsky 702e28f265 Properly save the new save safe setting, avoid crash. 2018-01-12 17:18:40 -03:00
Bojidar Marinov 9b8e8b2220
Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
Rémi Verschelde 52165fa12d Fix bindings of EditorSettings.set_initial_value
Also ran doctool.
2018-01-09 16:52:46 +01:00
Rémi Verschelde 8f814e44bc
Merge pull request #15458 from volzhs/fix-editor-settings-1
Fix editor setting value is back to default
2018-01-08 10:55:09 +01:00
Rémi Verschelde a385460a6e
Merge pull request #15457 from volzhs/custom-font-source-code
Set source code font with ttf, otf
2018-01-08 08:07:13 +01:00
volzhs 797147bd4b Set source code font with ttf, otf
renamed interface/editor/custom_font to interface/editor/main_font
moved text_editor/theme/font to interface/editor/code_font
renamed interface/editor/font_size to interface/editor/main_font_size
renamed interface/editor/source_code_size to interface/editor/code_font_size
2018-01-08 05:12:39 +09:00
volzhs 93a6be0320 Fix editor setting value is back to default
Fix #15449
2018-01-08 04:56:40 +09:00
Bernhard Liebl 7ef4caa691 Load needed translation on demand 2018-01-06 13:18:28 +01:00
volzhs 6ad43757ad Fix editor settings weird behavior 2018-01-06 20:54:00 +09:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde b997773b26
Merge pull request #15033 from poke1024/shortcuts-mac
Alternative keyboard shortcuts for macOS
2018-01-04 14:56:29 +01:00
Rémi Verschelde edd78d54c4
Merge pull request #15073 from volzhs/editor-custom-font
Use .ttf or .otf file for editor custom font
2018-01-03 10:44:19 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Noshyaar 2154f82302
Merge pull request #15152 from poke1024/editor-settings-change
Only send editor "settings_changed" if actually changed
2018-01-01 18:48:33 +07:00
Bernhard Liebl 62f3af9de1 Only send editor "settings_changed" if actually changed. 2017-12-29 11:03:29 +01:00
volzhs 4b0f075e95 Respect text editor highlighting color changes
Fix #14838
2017-12-28 23:49:15 +09:00
volzhs 2c8ebab93b Use .ttf or .otf file for editor custom font 2017-12-27 03:14:48 +09:00
Bernhard Liebl 3f122672a2 On macOS, change some default editor shortcuts 2017-12-26 11:24:12 +01:00
Noshyaar deda8974df
Merge pull request #14853 from MattUV/context-menu
Adds an option to move cursor with right click in TextEdit
2017-12-25 08:40:20 +07:00
Rémi Verschelde 03823f12c5 EditorSettings: Move scene tab options to their dedicated category
Fixes #14870.
2017-12-20 19:41:02 +01:00
MattUV a55870cd81 Adds an option to move cursor with right click in TextEdit
Fixes #14832
- Added an option in the editor settings/cursor to make the cursor move with right click.
- If the option is activated (true by default), a right click will move the cursor before displaying context menu.
 - If there is a selection, a right click on it will keep it selected, a right click outside it will unselect it.
 - The option is available in textEdit via an inspector property (or via GDScript): caret_moving_by_right_click
 - The option is available in the script editor and the shader editor via the editor settings
 - The documentation has been updated with the new property, and a few other entries in TextEdit.xml.
2017-12-20 09:01:09 +01:00
Rémi Verschelde f7238de9d4
Merge pull request #13994 from ISylvox/caret-blink
Set Caret Blinking Enabled by Default
2017-12-09 15:15:19 +01:00
Paulb23 48ad133cf9 Changed current line draw order and added code folding color 2017-12-07 19:17:43 +00:00
Gilles Roudiere 7b02f5591d Moves the guides colors to editor settings 2017-12-05 21:44:52 +01:00
Indah Sylvia 0102c861da Caret blinking is now enabled by default 2017-12-05 16:28:00 +07:00
Daniel J. Ramirez 4b80bc3303 Fixed editor settings disappearing (caused by uninitialized variable). 2017-11-29 22:04:41 -06:00
Juan Linietsky 22415e5a31
Merge pull request #12572 from RandomShaper/onion-skinning
Onion skinning
2017-11-26 15:13:35 -03:00
Hugo Locurcio e3fc6fcaa6
Tweak the default editor camera settings
- The default FOV is now 70
- The default Z-near plane is now at 0.05 meters
2017-11-25 23:03:26 +01:00
Pedro J. Estébanez d0e09d84f0 Implement onion skinning for the animation editor 2017-11-25 13:25:14 +01:00
Juan Linietsky bc2e8d99e5 Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00