Commit Graph

301 Commits

Author SHA1 Message Date
Jakob Bouchard 6553f5c242
Convert _notification methods to switch - Chunk C 2022-02-16 13:03:05 -05:00
TechnicalSoup f3b7419790 Center initial position project manager window
Ensure that the project manager window is centered on the screen if any resizing is performed due to DPI scaling.
Resizing and repositioning code has been moved to after the initialisation of the window contents to improve UI response/presentation.
2022-02-13 19:48:53 +11:00
bruvzg 9739a2038a
Fix Project Manager crash on exit.
Fix editor settings loading / saving by Project Manager.
2022-02-12 21:55:11 +02:00
Hendrik Brucker 77fb65debf Use EditorFileDialog instead of FileDialog in the project manager 2022-02-12 12:06:51 +01:00
Hendrik Brucker b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Rémi Verschelde 90162851a7
Core: Move generated `VERSION_HASH` to a `.cpp` file
This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
2022-02-09 09:20:17 +01:00
Rémi Verschelde fc076ece3d
Revert "Add missing SNAME macro optimization to all theme methods call"
This reverts commit a988fad9a0.

As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
2022-02-08 10:17:25 +01:00
jmb462 a988fad9a0 Add missing SNAME macro optimization to all theme methods call 2022-02-06 23:06:11 +01:00
jmb462 1ce81dc5f2 Add missing SNAME macro optimization in some function calls 2022-02-06 15:54:04 +01:00
Anilforextra adbe948bda String: Add contains(). 2022-02-04 01:28:02 +05:45
bruvzg d2573c1636
Fix decoding UTF-8 filenames on unzipping. 2022-01-05 14:31:20 +02:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde 1032c2c434
Merge pull request #55487 from YeldhamDev/scroll_bikeshedding 2022-01-03 14:10:41 +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
Nathan Franke 41a20171eb
align to horizontal_alignment, valign to vertical_alignment, related 2021-12-09 01:38:46 -06:00
kobewi 841a9ef820 ScrollContainer's scrollbar visibility is now enum 2021-12-07 18:27:12 +01:00
Rémi Verschelde 8bb0f2aff1
Merge pull request #52916 from aaronfranke/no-default-env
Remove `default_env.tres` from generating in new projects
2021-12-02 21:12:12 +01:00
Michael Alexsander ec4f4c6cda Rename all methods that return `ScrollBar` nodes to `get_*_scroll_bar()` 2021-11-30 13:46:36 -03:00
kobewi 30df260810 Improve language lists in localization editor 2021-11-30 15:29:41 +01:00
Aaron Franke 7a096b216e
Remove default_env.tres from generating in new projects 2021-11-26 14:37:27 -06:00
Aaron Franke 9851d3c5b2
Move logic for saving project features to ProjectSettings save_custom 2021-11-25 03:08:05 -06:00
Aaron Franke e81c689592
Project feature warning system 2021-11-24 10:32:07 -06:00
Lightning_A e078f970db Rename `remove()` to `remove_at()` when removing by index 2021-11-23 18:58:57 -07:00
Rémi Verschelde c5ab537617
Merge pull request #42447 from aaronfranke/gitignore-create 2021-11-23 15:21:31 +01:00
Rémi Verschelde bef20f53cf
Merge pull request #54422 from ibrahn/project-manager-nophys 2021-11-16 11:06:46 +01:00
Aaron Franke ed9c7bf450
Allow creating .gitignore and .gitattributes when creating a new project
Also allow creating these files later, and also allow disabling creating the default environment in editor settings.
2021-11-12 21:27:31 -06:00
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
Hugo Locurcio 665d29c16d
Fix new projects always being created with OpenGL
Only Vulkan is fully implemented for now, so OpenGL isn't available
in the project manager yet.

This also makes the rendering driver checks use lowercase names
everywhere for consistency.
2021-11-01 22:04:36 +01:00
bruvzg 0b6b8427c8 [macOS] Add `create_instance` function to spawn editor copies.
[macOS] Modify `create_project` function to detect and run app bundles using NSWorkspace to ensure app window is registered and activated correctly.
2021-11-01 11:48:23 +02:00
Clay John 8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
Ibrahn Sahir 27a6ab457b Turn off physics and 3d navigation servers in the Project Manager.
Copying the editor behaviour of deactivating these servers we're not
using, to reduce CPU load.
2021-10-30 15:15:00 +01:00
Hugo Locurcio ce97ddbcb1
Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00
lawnjelly e3491a3744
Add GLES2 2D renderer + Linux display manager
First implementation with Linux display manager.

- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).

Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-30 02:05:48 +02:00
Rémi Verschelde a7ba227631
Merge pull request #52711 from m4gr3d/provide_getter_for_project_data_dir_master 2021-10-05 21:02:27 +02:00
ne0fhyk 69f890ff11 Provide a getter for the project data directory. 2021-09-15 12:52:03 -07:00
Jacob Edie 2b292a1a2a
--single-window is passed through project manager.
This means you can start godot with --single-window
2021-09-15 10:20:50 +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
Hugo Locurcio d2b65c69e9
Expose Vulkan's clustered and mobile backends in the project manager
Since OpenGL will not be available in Godot 4.0, this exposes a
choice between Vulkan clustered and Vulkan mobile in the project manager.

Despite the name, Vulkan mobile has many benefits on desktop platforms.
It provides better performance on simple scenes, and ensures that you
won't accidentally use unsupported features while testing your project
on desktop platforms.

The Vulkan backend setting was made into a "basic" setting so that
it can be changed without having to enable the Advanced Settings toggle.

This also improves list formatting to use bullet points and tweaks
the property hint to be more descriptive.
2021-07-30 19:36:17 +02:00
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
reduz 75755beeee
Implement textual ext/subresource IDs.
* Friendlier with version control.
* Generates pseudo unique IDs, to minimize conflicts when merging, but still
  user readable (so, not UUID).
* Eventually will also allow to have more precisely named sub-resources in
  imported files.
* This will allow better reloading on changes (including resources already
  loaded) as well as better keeping track of changes on the DCC.
* Keeps backward compatibility with the old formats.
* Binary and text format version incremented to mark breakage in forward
  compatibility.
2021-07-22 19:37:47 +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
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Rémi Verschelde 82eb4cfc00
Merge pull request #47894 from Calinou/project-manager-add-keyboard-shortcuts
Add keyboard shortcuts to the project manager
2021-06-17 12:41:47 +02:00
Rémi Verschelde f862f9a056
EditorSettings: Factor code to compute auto display scale
Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544.
2021-06-16 14:36:09 +02:00
Rémi Verschelde 3f01b38185
Merge pull request #48597 from Calinou/editor-scale-auto-portrait
Handle portrait mode monitors in the automatic editor scale detection
2021-06-15 18:27:48 +02:00
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to `core/io`
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Andrii Doroshenko (Xrayez) 293550f56a Separate version hash from version number in editor and project manager
When copy-pasting the version from About dialog to bug reports at GitHub,
this makes the version hash linkable to commits at GitHub.
2021-06-08 17:30:37 +03:00
Aaron Franke 7813167196
Rename tabs in the project manager 2021-06-03 20:02:02 -04:00