Rémi Verschelde
49646383f1
Update copyright statements to 2021
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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
Pedro J. Estébanez
2997a3aa23
Fix cases of resources destroyed too early
2021-01-06 20:25:05 +01:00
kobewi
c588ba0b6a
Properly edit the instanced node in the inspector
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(cherry picked from commit f5d51288b8
)
2021-01-05 21:33:33 +01:00
Marcus Brummer
420df0c2a8
Fixed deletion of nodes with exported node paths
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(cherry picked from commit 3629651ef8
)
2020-11-18 13:27:47 +01:00
Hugo Locurcio
fcab27878c
Require Ctrl for switching between editors, bind F2 to Rename Node
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Switching between editors now requires holding Ctrl to avoid
conflicts with the new F2 shortcut.
The asset library can now be accessed by pressing Ctrl + F4
on Windows and Linux, or Alt + 4 on macOS.
This partially addresses #38139 .
(cherry picked from commit 79e4e26738
)
2020-11-17 16:24:06 +01:00
Rémi Verschelde
d81b8e4a86
SceneTree: Fix reparent crash with animation tracks renaming disabled
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This check was there since the first commit in 2014, but a later feature added in 2018
with #17717 did not properly update the code while adding non animation-related code
in `perform_node_renames`.
Fixes #40532 .
(cherry picked from commit d107fd4c9e
)
2020-11-17 12:01:58 +01:00
Gabriel Van Eyck
5b9c16a324
Keep 'Editor Description' metadata when changing a Node's type
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Also copy edit group/lock when replacing a Node3D
(cherry picked from commit a22275c8a2
)
2020-10-19 16:10:01 +02:00
Marcus Brummer
b426e58acd
Fixed renaming/moving of nodes with exported NodePaths
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(cherry picked from commit fdec257e58
)
2020-10-19 15:15:27 +02:00
Haoyu Qiu
718f8e8344
Changes mention of Node3D back to Spatial
2020-10-01 23:55:10 +08:00
Nehluxhes
5abc42c27e
Remove duplicate node update call
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(cherry picked from commit c85d04a771
)
2020-09-29 13:57:57 +02:00
booer
b48015a3d1
Fix changing icons' colors when switch dark and light theme
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(cherry picked from commit 3d69385655
)
2020-09-24 14:43:10 +02:00
Stijn Hinlopen
cdb9b51ed1
Add Control to preferred types
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(cherry picked from commit ec86d32684
)
Fix crash by calculating wrong size of array.
(cherry picked from commit 81b6000812
)
2020-07-03 13:17:57 +02:00
Stijn Hinlopen
4c54f39dbe
Deleting multiple nodes displays correct message.
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(cherry picked from commit 8b046ed477
)
2020-07-03 13:17:57 +02:00
Michael Alexsander
5495bbdd47
Fix scene tree showing up when the root selection is present
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(cherry picked from commit f30e4dbf54
)
2020-06-10 15:30:52 +02:00
Andrii Doroshenko (Xrayez)
3649c61e46
Prevent crash attaching a script with no languages registered
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(cherry picked from commit 52f3cfca6f
)
2020-06-04 12:09:40 +02:00
Michael Alexsander
3d8cc49ec5
Keep "lock" metadata when changing a Node's type, if applicable
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(cherry picked from commit d015e4d6fc
)
2020-05-20 11:43:49 +02:00
Hugo Locurcio
b1455c68eb
Rename the Clear Script editor action to Detach Script
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This makes it more obvious that the script won't be modified
in any way.
See comments in #27813 .
(cherry picked from commit 7fc0e38e92
)
2020-05-11 11:38:22 +02:00
Dominik 'dreamsComeTrue' Jasiński
2524ed4242
Proper naming and ordering when Duplicate nodes
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Fixes : #38162
(cherry picked from commit 278259b433
)
2020-05-04 16:10:22 +02:00
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
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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
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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
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Placeholder confirmation dialog for editable children
2019-09-27 22:02:15 +02:00
Bhupendra Aole
cb528e31d9
Placeholder dialog for editable children
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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
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'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
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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
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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
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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
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- 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
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Fixes #31855
2019-09-04 15:21:40 +03:00
Hugo Locurcio
284548c4b7
Improve the node deletion confirmation message
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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()
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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/'
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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
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Make custom types more subtle and more useful
2019-07-20 11:49:52 +02:00
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
Julian Murgia
249fdd9f80
Adds contextual item in scene tree dock to wrap selection in a new node
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Fixes #20187
2019-07-19 16:46:13 +02:00
hbina085
e9c1e5aa7c
Fix crash when changing Node type
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Prevent the application from crashing by simply checking if current "selection" is not null before accessing it.
Fixes #30493
2019-07-15 09:17:14 -04:00
Kanabenki
6eb6895db8
Sort selected nodes in scene tree before duplication
2019-07-06 14:51:24 +02:00
Rémi Verschelde
a9ad1e6692
Merge pull request #30321 from KoBeWi/underdup
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Smarter node placement after duplicating
2019-07-05 09:56:31 +02:00
Rémi Verschelde
26cff6ff92
Merge pull request #30316 from sparkart/master
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Reparent selection without flattening
2019-07-05 09:56:06 +02:00
LikeLakers2
d2e915623a
SceneTreeDock will reset the ScriptCreateDialog's inheritance base type
2019-07-04 16:36:24 -04:00
Tomasz Chabora
0cd9a65aa4
Smarter node placement after duplicating
2019-07-04 18:16:19 +02:00