Commit Graph

111 Commits

Author SHA1 Message Date
trollodel ba9e619b51 Use forward-declarations in EditorPlugin where possible 2022-11-11 20:25:51 +01:00
Micky 33092b6f45 Expose and warn about Node Filters in Scene Tree Dock
Adds "Filter by Type" and "Filter by Group" in the Scene Tree Dock's MenuButton.
Hovering on them displays an useful tooltip.
When selecting these items, the matching parameter is appended to the terms, and the caret is automatically brought to the end.

When typing a filter that cannot be identified, a warning icon is displayed. The reason is explained as a tooltip.

The same options are also quickly available by right-clicking or middle-clicking in the text field.
2022-10-06 13:36:40 +02:00
Rémi Verschelde f37143b20a Merge pull request #65933 from Mickeon/remove-scene-tree-dock-unused
Remove unused `import_subscene()` in Scene Tree Dock
2022-09-21 18:55:39 +02:00
Ninni Pipping df9eaf5f47 Tree recursive folding 2022-09-21 13:28:29 +02:00
Micky 976ec5f94a Remove unused `import_subscene()` in Scene Tree Dock 2022-09-16 22:30:39 +02:00
kobewi 80c78387a2 Remove pathed get_node() use from scene tree dock 2022-09-03 23:10:07 +02:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
kobewi ec6bbd486f Don't handle pending clicks outside scene tree 2022-06-10 15:14:31 +02:00
Rémi Verschelde 3c9cc7914a
Merge pull request #61162 from KoBeWi/drag_nodes_like_a_boss 2022-05-23 22:08:03 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
kobewi 95bbffff48 Only switch to node when not dragging it 2022-05-18 23:25:32 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Hugo Locurcio 180e5d3028
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Rémi Verschelde c273ddc3ee Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
Rémi Verschelde 8dfa12cae7
Merge pull request #59979 from bruvzg/cpp_check2 2022-04-27 10:08:26 +02:00
reduz 8580f377a3 Implement Scene Unique Nodes
Implements https://github.com/godotengine/godot-proposals/issues/4096

* Nodes can be marked unique to the scene in the editor (or via code).
* Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched.
* Implementation is very optimal, as these nodes are cached.
2022-04-25 12:19:17 +02:00
bruvzg de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
bruvzg d1207a0504
[Input] Add extra `shortcut_input` input processing step to process Unicode character input with Alt / Ctrl modifiers, after processing of shortcuts. 2022-04-05 13:46:45 +03:00
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Aaron Franke 918b09cabc
Initialize bools in the headers in editor 2022-03-12 13:34:06 -06:00
Rémi Verschelde 11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00
trollodel 05b56f316d Remove most EditorNode constructor parameters and fields 2022-02-14 14:16:24 +01:00
kobewi 2cd0c3f8be Improve 2D editor's right-click menu 2022-01-27 03:02:45 +01:00
trollodel aa1102fc53 Store panels and docks singletons in their own classes 2022-01-20 20:13:26 +01:00
Michael Alexsander b3a82f8310 Make Scene dock menu button an actual `MenuButton` 2022-01-20 08:54:36 -03:00
kobewi 6630eb3b5a Improve node pasting 2022-01-18 16:54:53 +01:00
Rémi Verschelde 42312f066b
Merge pull request #53313 from KoBeWi/debinded_konnekt 2022-01-04 12:22:46 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
kobewi acf563e59f Add drag and drop for NodePaths 2021-12-09 18:50:57 +01:00
Rémi Verschelde 88c4380737
Modules: Make sure to include modules_enabled.gen.h where needed 2021-11-12 13:42:58 +01:00
kobewi 07065d67e1 Infer shader type based on edited node 2021-11-03 15:27:38 +01:00
Marcel Admiraal 87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
kobewi cdac60759e Add support for unbinding in connection dialog 2021-10-04 21:41:21 +02:00
Rémi Verschelde 8f227e9da3
Merge pull request #51413 from KoBeWi/🚗 2021-10-04 20:31:47 +02:00
Aaron Franke 4fc639916c
Allow disabling the RegEx module in the editor 2021-09-15 12:08:53 -05:00
kobewi d4f4cfbb40 Save branch as scene by dropping to filesystem 2021-09-09 00:59:10 +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
kobewi 6098403f07 Move the option to new menu 2021-08-12 01:34:52 +02:00
kobewi e401cd58f1 Add option to not expand tree on node select 2021-08-12 00:36:56 +02:00
Yuri Roubinsky 5e5cd2495d Added editor dialog for easily creating shaders. 2021-08-07 21:02:13 +03:00
Rémi Verschelde 6b1886f998
Merge pull request #50319 from nekomatata/optimize-node-path-check
Optimize NodePath update when renaming or deleting nodes in the editor
2021-07-22 12:13:10 +02:00
kobewi 5faf51a5aa Assign value to property by dropping to scene tree 2021-07-19 16:16:50 +02:00
PouleyKetchoupp ff40c3f3c8 Optimize NodePath update when renaming or deleting nodes in the editor
Now the process uses a Map to lookup node pointers instead of iterating
over all modified node paths in a list and comparing them for each
property to check.

The process also avoids checking properties with empty node paths and
does an early exit on deleted nodes to avoid checking the node and its
descendants.

Also made a minor change in NodePath::rel_path_to() to avoid resizing a
Vector many times for long paths (with copy-on-write each time). Now
it's down to 2 resize calls in any case.
2021-07-09 11:42:39 -07:00
Hugo Locurcio 99909cb4f7
Add a root Node3D automatically if absent when adding preview sun and sky
This makes for a smoother prototyping process compared to displaying
an error message.
2021-07-07 01:59:46 +02:00
PouleyKetchoupp 62ce81ec15 Coding style fix in editor NodePath update
Added r_ prefix for reference arguments that can be modified.
2021-06-30 11:50:40 -07:00
Rémi Verschelde dfdde2c598
Merge pull request #49812 from nekomatata/node-path-editor-update
NodePath properly updated in the editor in more cases when nodes are moved or renamed
2021-06-29 12:51:38 +02:00
PouleyKetchoupp 3e4e530523 NodePath properly updated in the editor in more cases
Fix more cases of node path needing an update when nodes are renamed or
moved in the editor.

Built-in node properties:
Before, node paths were checked only for script export variables. Now
all properties are checked from the node, which includes built-in node
properties.
Allows proper node path updates for nodes like remote transform, physics
joints, etc.

Arrays and dictionaries:
Node paths nested in array and dictionary properties are now also
updated in the editor.

Also update the documentation to be clear about node path update in the
editor and at runtime.

Co-authored-by: latorril <latorril@gmail.com>
2021-06-28 09:28:29 -07:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
reduz 90056460ad Implement Particle Trails
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
2021-04-30 17:38:02 -03:00
Rémi Verschelde ec7053259b
Merge pull request #41437 from KoBeWi/put_it_here
Allow to create a node at specific position
2021-03-01 15:48:53 +01:00