Commit Graph

360 Commits

Author SHA1 Message Date
Rémi Verschelde 4129c1d140
Merge pull request #55299 from nathanfranke/renames 2021-12-09 10:22:24 +01:00
Nathan Franke 41a20171eb
align to horizontal_alignment, valign to vertical_alignment, related 2021-12-09 01:38:46 -06:00
kobewi 3f4728fe54 Fix some containers disabling wrong scrollbars 2021-12-09 00:25:17 +01:00
kobewi 841a9ef820 ScrollContainer's scrollbar visibility is now enum 2021-12-07 18:27:12 +01:00
Rémi Verschelde 75ac048e4b
Merge pull request #55662 from KoBeWi/update_minimum_size_changed_to_update_minimum_size 2021-12-06 18:28:46 +01:00
jmb462 81efebb3a1
Fix bad popups offset in editor with single window off
Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com>
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2021-12-06 14:29:48 +01:00
kobewi ea7cc1dea9 Rename minimum_size_changed() method 2021-12-06 14:02:34 +01:00
Aaron Franke 3c0fdcc8ac
Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
Yuri Sizov 2e4d18c929 Fix EditorInspectorPlugin virtual bindings and add parse_group callback 2021-11-10 17:56:59 +03:00
Rémi Verschelde bbee193957
Merge pull request #52781 from KoBeWi/node's_favorite_shader 2021-11-03 16:33:50 +01:00
kobewi 07065d67e1 Infer shader type based on edited node 2021-11-03 15:27:38 +01:00
Yuri Sizov 67cbca341a Add a flag to EditorResourcePicker to differentiate selection contexts 2021-11-02 14:35:15 +03:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
bruvzg ebbc25e89c Ignore empty Font resources as theme override.
Add range hint to font_size properties.
Remove excessive `base_size` Font property.
2021-10-25 14:05:37 +03:00
Hendrik Brucker 8dd8630c25 Fix property not shown in inspector when type is PACKED_COLOR_ARRAY 2021-10-01 02:52:44 +02:00
Rémi Verschelde 88b347dc27
Merge pull request #51920 from jmb462/missing-sname-macro-optimization-in-some-functions 2021-09-23 13:14:20 +02:00
Anilforextra c63d51408f Use Rect2's get_end(). 2021-09-22 14:09:45 +05:45
Rémi Verschelde a3d1bc757d
Merge pull request #32068 from aaronfranke/transform-editor
Reformat Transform(2D) matrix display in the inspector
2021-09-15 13:06:25 +02:00
Silc 'Tokage' Renew facf8f1883 Apply set_read_only() to child classes of EditorProperty elements 2021-09-05 18:22:17 +09:00
Aaron Franke 288f0b6555
Reformat Transform(2D) inspector menus
Move, rename, recolor, and fix the inspector for these in the inspector. Coloring is now done by a helper method in "editor_inspector.cpp".
2021-08-31 11:24:40 -05:00
Juan Linietsky 503244d452
Merge pull request #52245 from AndreaCatania/AndreaCatania-patch-4
EditorPropertyText, pass changing variable false.
2021-08-30 08:51:11 -03:00
Andrea Catania 847d9c29c7
Update editor_properties.cpp 2021-08-30 11:35:17 +02:00
Andrea Catania d332a546c6
EditorPropertyText, pass changing variable false.
When the `EditorPropertyText`  change is triggered, it pass the `changing` as true, while there is an early return that blocks such event to be emitted when the Editor is updating.
This commit aligns the early return with the passes parameter.
2021-08-30 11:34:01 +02:00
Juan Linietsky 07707a3627
Revert "Display a matrix for Node2D and don't display a duplicate origin" 2021-08-29 17:01:07 -03:00
Aaron Franke ee7bb9bbb9
Display a matrix for Node2D and don't display a duplicate origin 2021-08-29 10:34:50 -05:00
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
jmb462 54de7114c5 Add missing SNAME macro optimization for StringName in some functions 2021-08-20 14:50:24 +02:00
Rémi Verschelde c89ad92c96
Merge pull request #51532 from nekomatata/layer-mask-accessors
Uniformize layer names, script methods and documentation
2021-08-12 17:55:11 +02:00
PouleyKetchoupp 989acbbe81 Uniformize layer names, script methods and documentation
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00
Paulb23 7e70f9e0b9 Expose and cleanup TextEdit line wrap API 2021-08-12 09:29:16 +01:00
Yuri Roubinsky 5e5cd2495d Added editor dialog for easily creating shaders. 2021-08-07 21:02:13 +03:00
PouleyKetchoupp 7a0c210f9b Refactor layer property editor grid
- Now able to display up to 32 layers in physics (still 20 for render)
- Adjustable grid size to fit available space in dock
- Expansion icon to display more layers vertically
- Layer numbers in cells to help with selection
2021-07-30 11:19:50 -07:00
reduz 6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Yuri Sizov 4ee0e6ddf5 Add type variations to Theme 2021-07-13 02:26:28 +03:00
Aaron Franke 2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
reduz 75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
Gilles Roudière 30a615dd94 Implement painting properties over TileSets 2021-06-29 11:07:46 +02:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Gregory Basile 8ab13f8ace Documentation search fixes
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
2021-06-16 09:43:34 -07:00
Rémi Verschelde 69553166ea
Merge pull request #49083 from foxydevloper/make-easing-line-smooth
Make easing properties drawn with anti aliasing
2021-06-15 15:44:39 +02:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Marcel Admiraal 8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke 6f472d154b
Rename EditorPropertyTransform to EditorPropertyTransform3D 2021-06-03 21:58:26 -04:00
Aaron Franke 08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
fox 36236843f6 Make easing properties drawn with anti aliasing 2021-05-25 17:12:21 -04:00
Yuri Sizov e9206a55ea Use EditorResourcePicker in the Inspector 2021-05-19 21:39:15 +03:00
Yuri Sizov 31db95b048 Fix EditorPropertyEasing capturing drag events originated outside of it 2021-05-12 12:39:43 +03:00
Hugo Locurcio 0b47f1be8c
Fix EditorPropertyResource focus outline being drawn behind the preview 2021-05-09 13:11:16 +02:00
Aaron Franke 0de9a7d803
Rename `doubleclick` to `double_click` 2021-05-04 04:38:08 -04:00
Rémi Verschelde 5b16020846
Replace remaining uses of `NULL` with `nullptr`
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-29 11:53:27 +02:00
Kongfa Waroros 6294507acb Add Various ColorPicker shapes 2021-04-06 22:48:03 +07:00
Rémi Verschelde d83761ba80
Style: Apply clang-tidy's `readability-braces-around-statements` 2021-04-05 14:09:59 +02:00
megalobyte d0f3817876 Use double when setting the default step size
Casting it as a float was causing issues with the progress bar
2021-03-31 22:28:08 -07:00
Rémi Verschelde 54a690ead1
Merge pull request #43155 from nathanfranke/collapse-resource-preview
Collapse Resource Preview Properly
2021-04-01 00:16:44 +02:00
Aaron Franke 10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
jmb462 281f5a4999 Fix always capitalized properties in sub-inspector
Fix #46961: 

This commit correctly initialize capitalization in sub-inspectors (like shaders's sub-inspector in the inspector panel) with the editor settings.
2021-03-13 18:42:59 +01:00
Gilles Roudière ba1344408f Implement Navigation layers 2021-03-10 11:23:06 +01:00
reduz b9b68b755c Improved Inspector Sub-Resource Editing
-Better margins
-Colors to delimit subresources better.
2021-02-12 09:31:47 -03:00
reduz 1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
kobewi 962610bbaa Make Rect2 properties show in 2x2 layout 2021-02-04 20:53:29 +01:00
kobewi a00ac12ae9 Emit changed signal from Color Picker when changed 2021-01-09 14:17:33 +01:00
Rémi Verschelde c7b45141de
Merge pull request #44980 from RandomShaper/fix_res_lifetime
Fix cases of resources destroyed too early
2021-01-07 14:19:52 +01:00
Rémi Verschelde 6583ac32ce
Revert "Fixed EditorPropertyText change signal emission."
This reverts commit ed1f208ec4.

This caused a regression: #44854.

Another PR will re-apply these changes while handling the regression: #44982.

Fixes #44854.
2021-01-07 10:32:03 +01:00
Pedro J. Estébanez 6fbe0a494b Fix cases of resources destroyed too early 2021-01-06 23:40:50 +01:00
Rémi Verschelde 8158d17edf
Merge pull request #44971 from nekomatata/fix-string-property-update
Update String property field only when text has changed
2021-01-06 19:55:38 +01:00
PouleyKetchoupp c064378f95 Update String property field only when text has changed
Avoids resetting the cursor position when the inspector updates while
editing a string property.

Fixes #42488
2021-01-06 11:35:05 -07:00
kobewi a22b2f86e7 Don't emit changed signal on Color Picker close 2021-01-03 18:12:00 +01:00
Rémi Verschelde 96aff740fe
Merge pull request #44809 from Calinou/physics-render-layers-zero-index
Use zero-indexing for physics and render layer names
2021-01-01 23:37:37 +01:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Hugo Locurcio f87d42f4ca
Use zero-indexing for physics and render layer names
The first layer is now Layer 0 instead of Layer 1, and the last
layer is now Layer 19 instead of Layer 20.

This helps reference physics and render layers from scripts since
layers start from 0 there.
2020-12-30 16:03:11 +01:00
Pedro J. Estébanez d2d29c42f2 Fix instantiation of resource as property value 2020-12-29 13:14:39 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Marcel Admiraal 4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Andrea Catania ed1f208ec4
Fixed EditorPropertyText change signal emission. 2020-12-12 19:22:47 +01:00
bruvzg 99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Rémi Verschelde 9d2e8f2f27
Variant: Rename Type::_RID to Type::RID
The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.

This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
2020-11-09 16:29:04 +01:00
Nathan Franke 98c46cbf26
Collapse Resource Preview Properly 2020-10-28 05:26:02 -05:00
David Sichma 6acd450328 fix toggle mask bit 0 2020-10-26 02:08:39 +01:00
David Sichma 5d33cd94c8 Shader globals bugfixes
- shader globals editor displays properties correctly
- fixed some errors how globals were transferred
2020-10-21 01:34:25 +02:00
Marcel Admiraal f98acd5cfb Ensure grid index is valid before trying to change value. 2020-10-12 08:53:09 +01:00
Tomasz Chabora b5fe41988b Accept DynamicFontData for Fonts 2020-08-25 18:12:35 +02:00
Eric M 7cc1b0f7eb Added ability to unfold editor sections when dragging and dropping.
Also added editor setting to control the delay used before unfold occurs.
2020-08-25 19:58:42 +10:00
Rémi Verschelde 4ee779e6d3
Merge pull request #41103 from Calinou/editor-improve-easing-inspector
Improve the inspector easing editor
2020-08-15 16:22:36 +02:00
Hugo Locurcio 028de11db8
Improve the inspector easing editor
- Make it possible to drag a negative easing or an easing of 0 back to
  a positive value.
- Clamp the value between -1000000 and 1000000 to avoid issues
  related to infinity.
- Display more decimals for numbers closer to 0, less for large numbers.
- Display trailing zeroes in decimals to avoid flickering when dragging.

This closes #18712 and closes #22079.
2020-08-07 14:51:55 +02:00
Antoine Félix f3626364fc Modify the scene only when color changed
Editor now changes a color in the inspector only when it is different
from the current one.

Solves fake unsaved changes in editor after using the ColorPicker.

Resolves: #40879
2020-08-03 19:46:44 +02:00
Aaron Franke 56e2c6c704
Make all String float conversion methods be 64-bit 2020-07-27 18:38:53 -04:00
Tomasz Chabora fb8b399ddf Convert some resource types in the inspector 2020-07-20 13:22:22 +02:00
Stijn Hinlopen 526e060b73 Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and resource depency dialogs). 2020-07-14 14:35:22 +02:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Riley Lyman ab0fe13efb Make Resource properties accept SE plugin scripts 2020-07-02 18:58:33 -07:00
Rémi Verschelde a8a2769bb6
Merge pull request #38713 from aaronfranke/string-64bit
Make all String integer conversion methods be 64-bit
2020-07-01 16:01:05 +02:00
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
TwistedTwigleg 24905becb2 Made low level changes to the Skeleton3D class and Skeleton3D inspector. Changes listed below:
* Added helper functions to Skeleton3D for converting transforms from bone space to global space, and vice versa.
* Updated the Skeleton3D class reference.
* Changed the icon used for bones in the Skeleton3D inspector to use BoneAttachement3D's icon.
* Changed the Skeleton3D inspector to use EditorPropertyTransform and EditorPropertyVector3 when possible.
* Placed the Transform/Matrix for each bone in a sub-section, so it is visually similar to the Node3D inspector.
2020-06-15 17:18:06 -04:00
Hugo Locurcio bbc435624f
Add visual feedback when hovering layer checkboxes in the Inspector
This also changes how checkboxes are selected, which makes it possible
to click in the small area between two checkboxes and
still toggle a value successfully (which is arguably less frustrating).
2020-06-03 23:15:59 +02:00
Aaron Franke bb8aa107fd
Remove 32-bit String to_int method 2020-06-03 00:03:34 -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 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 94721f5ab8 Revert "Renamed plane's d to distance"
This reverts commit ec7b481170.

This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
2020-05-10 16:47:11 +02:00
Rémi Verschelde 69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Marcus Elg ec7b481170 Renamed plane's d to distance 2020-05-10 12:12:51 +02:00
Juan Linietsky 0e1c66d9fc Implement global and per instance shader uniforms.
Adds two keywords to shader language for uniforms:
-'global'
-'instance'

This allows them to reference values outside the material.
2020-04-17 12:35:41 -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 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 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
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 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
Rémi Verschelde 6c8f2ae53a Update docs and bindings for new integer vector types 2020-02-25 15:27:29 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Juan Linietsky 3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +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
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Juan Linietsky e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +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
Aaron Franke 5e1dad3b28
Use int64_t for EditorPropertyInteger and warn when out of double range 2020-01-15 23:39:49 -05:00
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
Rafał Mikrut ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
Rémi Verschelde 8e76c5701b
Merge pull request #32997 from Calinou/editor-color-picker-add-tooltip
Add a tooltip to Color properties in the editor inspector
2019-11-07 13:18:27 +01:00
Hugo Locurcio 66bfa92e84
Add a tooltip to Color properties in the editor inspector
This makes it possible to view a color's raw R/G/B/A values
without clicking the ColorPickerButton.
2019-10-22 23:22:20 +02:00
Anubhab Ghosh 4972ef801a Add clear menu entries for extending and replacing scripts 2019-10-23 01:57:17 +05:30
Michael Alexsander a0866716ed Make the the resource menu button fallback to the Object icon instead of Node 2019-10-21 11:26:58 -03:00
Michael Alexsander 22b9510558 Make resource editor fallback to Object icon if none is found 2019-10-14 16:36:00 -03:00
David Sichma f7d9f070e1 Increased step precision
Results in nicer numbers for float properties like 20.0 instead of
20.000001
2019-10-13 00:29:53 +02:00
Joe Morton c017f3405e Set tooltip to an empty string when clearing
Format


Remove string conversion
2019-10-06 17:29:11 +01:00
Rémi Verschelde dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Hugo Locurcio 21222fb478
Make editor inspector easing lines use the accent color when dragged
This makes their visual feedback more consistent with other controls.

This also makes easing lines slightly more subtle by decreasing
their opacity by 10%.
2019-09-06 16:11:26 +02:00
Bhupendra Aole 1de3ec911f Default ColorPicker color mode setting
There is a new setting for Default ColorPicker color mode in Editor Settings->Interface->Inspector. Initially this setting will be RGB. Editor ColorPicker will always start with mode defined in this settiing.
Fixes #30755 and #30754
2019-08-31 00:34:33 -04:00
merumelu e2459479de Editor: remove TOOLS_ENABLED guards
For code  inside editor/ `#ifdef TOOLS_ENABLED`
is always true so those checks are redundant.
2019-08-30 19:02:46 +02:00
Rémi Verschelde 73f1f9b44f
Merge pull request #31586 from SonerSound/issue_31533
Export path is the only path to be saved as a relative path
2019-08-23 08:34:03 +02:00
SonerSound 326f856006 Export path is the only path to be saved as a relative path
Also reverts 90b2415343
2019-08-22 22:20:15 +01:00
Hugo Locurcio ca42541020
Tweak the size of the multiline text edit popup dialog
This caps its size on large displays. This in turn prevents lines from
becoming very long, which could hamper text readability.
2019-08-09 22:03:25 +02:00
Rémi Verschelde d844e30614 Inspector: Make default float step configurable
Also allow lifting the decimal step formatting with a hint range step
of 0. A new `range_step_decimals()` is added for this to avoid breaking
compatibility on the general purpose `step_decimals()` (which still
returns 0 for an input step of 0).

Supersedes #25470.
Partial fix for #18251.
2019-07-23 17:31:38 +02:00
Rémi Verschelde d15cf7b672
Merge pull request #30576 from qarmin/lgtm_coverage
Changed some code reported by LGTM and Coverity
2019-07-20 12:00:13 +02:00
qarmin 6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Michael Alexsander Silva Dias df9c890022 Make multiline text edit grab focus when popping up 2019-07-19 14:32:23 -03:00
SonerSound 90b2415343 Export path may now be written as a relative path
If the target directory does not exist, it will be recursively created.

Export paths are now saved as a relative to the projects base directory

Renamed relative_to function to final_path_from_relative which takes a relative path and outputs the final path from a string that represents a directory.
Added relative_path_from_final which takes in a final path and outputs a relative path if possible. If not possible it outputs the relative path that represents the current directory.
If the target directory does not exist when exporting the project, then it is recursively created.

Removed final_path_from_relative function

Changed DirAccess into DirAccessRef for automatic object destruction
2019-06-30 19:13:49 +01:00
Rémi Verschelde f8df412512
Merge pull request #24156 from AnaDenisa/master
Add option to input value in EditorPropertyEasing. Fixes #8449
2019-06-29 15:34:24 +02:00
LikeLakers2 facafeb19a Fix an EditorPropertyResource bug where clicking on the flat buttons would not select the property in the inspector 2019-06-28 19:23:57 -04:00
AnaDenisa 13279a7da7 Add option to input value manually in EditorPropertyEasing
Double-clicking on the EditorPropertyEasing widget (e.g. for the Light
Attenuation parameter) shows an EditorSpinSlider to set the value manually.

Fixes #8449.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2019-06-28 12:25:19 +02:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
JohnJLight 38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
Rémi Verschelde cce2e4b07c
Merge pull request #22301 from YeldhamDev/button_popup_highlight
Enable toggle behaviour for buttons that trigger popups
2019-04-25 17:47:23 +02:00
Juan Linietsky 04847ef5f9 Added ability for multiple images to be imported as an atlas
This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
2019-04-19 15:56:34 -03:00