Commit Graph

128 Commits

Author SHA1 Message Date
Rafał Mikrut e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +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 5671469724
Merge pull request #37336 from dreamsComeTrue/canvas-editor-change-cursor
Request immediate refresh of cursor in 2D editor while using shortcuts
2020-07-23 09:49:48 +02:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Hugo Locurcio 31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +02:00
johan fea6ca20c9 2D Editor: modified zoom increment to the twelveth root of two
- properly visit power of 2 factors (50%, 100%, 200%...)
- index based zoom values to prevent floating point issues
- Fix 2d editor not able to reach min and max zoom values
2020-06-04 21:48:55 -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
Rémi Verschelde 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
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
Dominik 'dreamsComeTrue' Jasiński 55e5fa427a Request immediate refresh of cursor in 2D editor while using shortcuts
Fixes: #37333
2020-03-26 21:35:12 +01:00
Juan Linietsky 4758057f20 Working multiple window support, including editor 2020-03-26 15:49:40 +01:00
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
Tomasz Chabora cfa9060f8b Fix selectable locked items 2020-02-11 00:01:10 +01:00
Rémi Verschelde 8cd5102c65
Merge pull request #35704 from KoBeWi/free_the_nodes
Include locked nodes on selection list
2020-02-10 14:29:21 +01:00
Tomasz Chabora de77bda605 Include locked nodes on selection list 2020-02-10 13:59:24 +01:00
Rémi Verschelde 8cb2de5243
Merge pull request #33451 from MCrafterzz/movementHandle
Added movement handles to 2D
2020-02-09 22:19:32 +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
Tomasz Chabora 7e5340261a Cancel drag when selection changes 2019-11-19 16:02:04 +01:00
PouleyKetchoupp 6d14251b0d Fixed "Add Sprite..." label overlapping with zoom controls 2019-11-18 11:52:01 +01:00
MCrafterzz a4a105d4ee Added options to disable movement/scaling handles in 2D 2019-11-11 13:33:14 +01:00
MCrafterzz b32b439c00 Added movement handles to 2D 2019-11-08 15:48:26 +01:00
Rémi Verschelde 621dc7022f
Merge pull request #27742 from rxlecky/camera-replication
Game camera override
2019-11-08 10:02:18 +01:00
MCrafterzz 3a8a7fc31c Added snapping for scaling in 2D editor 2019-11-02 09:43:15 +01:00
Hugo Locurcio c7e5dd9ef0
Add primary grid lines to the 2D editor
A "primary" line is drawn every 8 steps by default,
which makes it easier to measure distances for snapping.

This value can be configured in the Configure Snap dialog.
2019-10-29 15:47:38 +01:00
Erik 8b0546d93b Implement game camera override
Implemented uniform API in Viewport class to override 2D and/or
3D camera.

Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.

Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.

Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
2019-10-23 02:51:32 +01:00
Gilles Roudière fff953ac8b Move grid snapping to an independent button 2019-10-10 21:10:08 +02:00
Hugo Locurcio 95f6f81dc2
Display the current zoom percentage in the 2D editor
This makes it possible for the user to know precisely the current
zoom level. The zoom percentage can be clicked to reset it to 100%
(similar to Firefox).
2019-09-17 20:36:10 +02:00
Tomasz Chabora 05e5faa876 Add 2D ruler tool 2019-09-01 18:36:41 +02:00
Rémi Verschelde 1222df0ad0
Merge pull request #31585 from 2shady4u/removeguides
Added button/shortcut for removing all guides
2019-08-26 13:51:10 +02:00
shaderbeast c6fb6a6a21 Added button/shortcut for removing all guides
Added undo/redo


Correctly added has_meta
2019-08-24 22:58:16 +02:00
Rémi Verschelde 2e5ba32b4b
Merge pull request #31545 from groud/add_smart_snapping_display
Displays smart snapping guides when snapped
2019-08-22 13:12:09 +02:00
Gilles Roudière 692a78db19 Displays smart snapping guides when snapped 2019-08-21 22:15:51 +02:00
Tomasz Chabora 9520d9706a Edit TileMap only with TOOL_SELECT 2019-08-21 20:56:15 +02:00
IAmActuallyCthulhu 82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
Bojidar Marinov 68b5f101c7
Make it so that 2D viewport does not pan while editing tilemaps
Fixes #30875
2019-07-28 17:00:05 +03:00
Hugo Locurcio 0fb80d7b0f
Use resize cursors when hovering or dragging guides in the 2D editor
This also tweaks the casing in undo/redo action names for consistency.

This closes #30550.

Co-authored-by: Emmanuel Barroga <emmanuelbarroga@gmail.com>
2019-07-15 14:24:45 +02:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Tomasz Chabora f472f0491c Allow to change 2D pan hotkey 2019-06-05 22:44:52 +02:00
Gilles Roudiere e875f05c3b Improve the anchors and margin workflow 2019-05-13 18:55:31 +02:00
Juan Linietsky 296c74072c Implement autokeying in Animation editor. 2019-04-15 00:49:03 -03:00
Tomasz Chabora 7abd0a3976 Allow panning while moving a node 2019-04-07 16:43:21 +02:00
Juan Linietsky 19a6a6286a Ability to make CanvasLayers have pseudo 3D depth. 2019-04-05 10:25:51 -03:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
groud 60f2e94c08 Fixes drag and drog of image files on scaled nodes 2018-11-16 16:55:28 +01:00
Ibrahn Sahir ed337085cf Fixed various uninitialised member variables in editor plugins. 2018-11-11 17:32:47 +00:00
groud 0c2ebbe626 Add an overlay on editor to display error messages 2018-10-30 18:53:58 +01:00
groud a05ef683a5 Allow the Container children selection but don't allow them to move 2018-10-30 14:56:55 +01:00
groud ced6f43455 Fixes viewport scrollbars not updating with plugins 2018-10-18 14:06:57 +02:00