Commit Graph

246 Commits

Author SHA1 Message Date
Dominik 'dreamsComeTrue' Jasiński 278259b433 Proper naming and ordering when Duplicate nodes
Fixes: #38162
2020-05-01 10:45:55 +02:00
Rémi Verschelde fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
Michael Alexsander f1244ce944 Fix "Local" button not being pressed in the Scene dock on first run 2020-04-21 15:03:42 -03:00
Tomasz Chabora c1023157eb Remove Node.get_position_in_parent() 2020-04-06 01:19:20 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Rémi Verschelde d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00
Juan Linietsky eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Juan Linietsky c7b4dcae2f Open sub-windows as embedded if the OS does not support them 2020-03-26 15:49:43 +01:00
Juan Linietsky 441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
Juan Linietsky 4758057f20 Working multiple window support, including editor 2020-03-26 15:49:40 +01:00
Juan Linietsky 8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
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
Juan Linietsky 4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +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 48ed841dd0 Signals: Fix some regressions from #36426
- 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
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
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"
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
-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
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
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
Placeholder confirmation dialog for editable children
2019-09-27 22:02:15 +02:00
Bhupendra Aole cb528e31d9 Placeholder dialog for editable children
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
'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
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
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
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
- 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
Fixes #31855
2019-09-04 15:21:40 +03:00
Hugo Locurcio 284548c4b7
Improve the node deletion confirmation message
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()
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/'
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
Make custom types more subtle and more useful
2019-07-20 11:49:52 +02:00