Commit Graph

6303 Commits

Author SHA1 Message Date
Hugo Locurcio cc1859efed
Add a getter and property for the editor distraction-free mode 2020-06-03 22:18:49 +02:00
Rémi Verschelde 3a59c24b51
Merge pull request #39150 from dreamsComeTrue/project-manager-grab-focus-on-enter
Grabbing focus on ProjectList after clicking an item.
2020-06-03 11:31:54 +02:00
Rémi Verschelde cec49bd194
Merge pull request #39203 from Xrayez/fix-no-lang-crash
Prevent crash attaching a script with no languages registered
2020-06-03 11:08:35 +02:00
Rémi Verschelde 4749437b23
Merge pull request #39209 from Xrayez/ray-shape-indie
Move `RayShape2D` implementation into its own translation unit
2020-06-03 11:07:32 +02:00
Eric M 58caa2c453 Improved warning shown when autoload cannot be added. 2020-06-01 21:09:30 +10:00
Andrii Doroshenko (Xrayez) 9bb070b030 Move `RayShape2D` implementation into its own translation unit 2020-06-01 01:52:07 +03:00
Andrii Doroshenko (Xrayez) 52f3cfca6f Prevent crash attaching a script with no languages registered 2020-05-31 21:01:42 +03:00
Dominik 'dreamsComeTrue' Jasiński 1ec8f59397 Grabbing focus on ProjectList after clicking an item.
Fixes: #39012
2020-05-30 21:19:50 +02:00
Rémi Verschelde 1620669f4e
Merge pull request #39051 from Xrayez/geometry-split
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
2020-05-29 12:10:37 +02:00
Rémi Verschelde a16031beb6 Use translated docs in PropertySelector
And do the dedent and stripping for both translated and
non-translated strings for consistency, and so that we
don't need to do it at the call site.
2020-05-28 12:02:12 +02:00
Andrii Doroshenko (Xrayez) 69d5de632e Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Rémi Verschelde 9dc96c0dd8
Merge pull request #39062 from akien-mga/du-pain-et-des-jeux
Add shortcut for Pan Mode (G)
2020-05-27 12:55:34 +02:00
Rémi Verschelde 84d9e10f88
Merge pull request #36409 from fire/skeleton-custom-inspector
Custom Skeleton3DEditorPlugin
2020-05-27 11:04:37 +02:00
Rémi Verschelde 28b33718b0 Add shortcut for Pan Mode (G)
And change TileMap Bucket Fill shortcut to (B).

Fixes #8582.
2020-05-26 15:31:32 +02:00
Rémi Verschelde f8005cb699
Merge pull request #28289 from aaronfranke/grid
Dynamic infinite 3D grid
2020-05-26 13:39:53 +02:00
Andrii Doroshenko (Xrayez) a96f0e98d7 Add `custom_modules` build option to compile external user modules
This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.

```
scons platform=x11 tools=yes custom_modules="../project/modules"
```

Features:

- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.

Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.

Also fixed doctool bug mixing absolute and relative paths respectively.

Implementation details:

- `env.module_list` is a dictionary now, which holds both module name as
  key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
  second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
  split into `detect_modules` which collects a list of available modules
  and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
  or absolute paths respectively. `custom_modules` scons converter
  ensures that the path is absolute even if relative path is supplied,
  including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
  that there's no need to change include paths in cases where custom
  modules are included as dependencies in other modules.
2020-05-25 15:33:32 +03:00
Rémi Verschelde fee9742b59 Fix build after merge of #37235
It used APIs that were changed after the PR was last rebased.
2020-05-25 13:10:34 +02:00
Rémi Verschelde aea1a0e983
Merge pull request #37235 from Calinou/improve-editor-feature-profiles
Improve the editor feature profiles UX
2020-05-25 12:56:33 +02:00
Tomasz Chabora f4c6bb568e Reverse mouse wheel in animation track editor 2020-05-25 01:30:05 +02:00
Aaron Franke 8879625879
Dynamic infinite 3D grid
Well, infinite for all intents and purposes.
2020-05-22 19:43:59 -04:00
K. S. Ernest (iFire) Lee f7fdc87789 Custom Skeleton3DEditorPlugin
Co-authored-by: Marios Staikopoulos <marios@staik.net>
2020-05-22 09:54:34 -07:00
Dominik 'dreamsComeTrue' Jasiński 03b54f8a35 Fix moving 2D node with mouse after using arrow keys
Fixes: #38894
2020-05-21 14:50:35 +02:00
Rémi Verschelde 2ddbaeaf8c DocData: Fix sorting of arguments and constants
The missing `operator<` definitions caused `Vector::sort()` to fail
sorting those alphabetically by name on Windows (not sure why Linux
isn't affected, I guess GCC/Clang are cleverer and use the operator
from the first struct member).
2020-05-20 14:36:34 +02:00
Rémi Verschelde 55377aa559
Merge pull request #38876 from paulloz/fix-import-params-error
Fix error with 'params' when import dock doesn't define any parameter
2020-05-20 14:00:01 +02:00
Paul Joannon b7a6946790 check the params section exist before erasing it in import_dock
related #38864
2020-05-20 01:04:21 +02:00
Michael Alexsander d015e4d6fc Keep "lock" metadata when changing a Node's type, if applicable 2020-05-19 10:42:15 -03:00
Rémi Verschelde 0187cdae9a
Merge pull request #38800 from YeldhamDev/icons_complete
Add more missing node icons
2020-05-18 10:02:02 +02:00
Rémi Verschelde d4599fff68
Merge pull request #38804 from m4gr3d/android_plugin_config_master
Implementation of the Godot Android Plugin configuration file
2020-05-17 22:38:47 +02:00
Fredia Huya-Kouadio 14e6696c8e Implementation of the Godot Android Plugin configuration file 2020-05-17 11:11:26 -07:00
Michael Alexsander 50585e2cfa Add more missing node icons 2020-05-17 12:51:49 -03:00
Rémi Verschelde 4c8832701b
Merge pull request #38695 from dreamsComeTrue/node-swap-order-arguments
Replace 'add_child_below_node' with 'add_sibling' in Node
2020-05-17 11:36:05 +02:00
Rémi Verschelde 1a43d3b396
Merge pull request #38451 from eduardonunesp/feature/command-comma-preferences
Using command + comma on macOS as default shortcut for editor settings
2020-05-16 13:24:15 +02:00
Rémi Verschelde 20ffb4b452
Merge pull request #38764 from YeldhamDev/icons_missing
Add more missing icons
2020-05-15 22:04:23 +02:00
Dominik 'dreamsComeTrue' Jasiński 7f5c81c32f Replace 'add_child_below_node' with 'add_sibling' in Node
Fixes: #19642
2020-05-15 22:02:00 +02:00
Michael Alexsander 54ed1f63bf Add more missing icons 2020-05-15 16:20:35 -03:00
Dominik 'dreamsComeTrue' Jasiński 095167dcc3 Hide editor_spin_slider grabber when closing Editor's windows
Fixes: #38740
2020-05-15 15:39:32 +02:00
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 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +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 710b34b702 Style: Fix missing/invalid copyright headers 2020-05-14 16:54:54 +02:00
Rémi Verschelde dcd1151d77 Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde 1a8167867b Modernize remaining uses of 0/NULL instead of nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2020-05-14 13:45:01 +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
Rémi Verschelde 1c18be1cc9
Merge pull request #38637 from Calinou/editor-rename-revert-scene-bind
Rename the editor action "Revert Scene" to "Reload Saved Scene"
2020-05-13 12:58:40 +02:00
Marcel Admiraal e7fee711b3 Update game controller enums. 2020-05-13 10:33:32 +01:00
Fabio Alessandrelli d79e28c302 Support multiple debug protocols. 2020-05-12 15:09:13 +02:00
Hugo Locurcio 2962819d1c Rename the editor action "Revert Scene" to "Reload Saved Scene"
This option can be used to workaround various issues with stuff
not reloading properly when changes are made.
The option was renamed to clarify the fact that it actually
reloads the scene saved on the filesystem.
2020-05-12 14:42:09 +02:00
Hugo Locurcio c6afb9f6ea Update the editor icons README to remove outdated information
This closes #38684.
2020-05-12 09:46:56 +02:00
Hugo Locurcio 0d7b627936
Tweak the error message displayd when a post-import script fails
See #38662.
2020-05-11 21:11:17 +02:00
Rémi Verschelde 83b630b8c2 thirdparty: Cleanup after #38386, document provenance and copyright
Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
2020-05-11 14:50:06 +02:00