Commit Graph

202 Commits

Author SHA1 Message Date
Fahad Shihab e99b184b6c Added drag and drop support for shaderinclude
Dragging and dropping now works for shader include file.

(cherry picked from commit e5601b517e)
2023-03-27 17:26:36 +02:00
Rémi Verschelde bda87300e8
Merge pull request #71770 from KoBeWi/better_editing_or_something
Rework EditorPlugin editing logic
2023-01-22 11:07:39 +01:00
kobewi 4ae168eb04 Rework EditorPlugin editing logic 2023-01-22 00:20:45 +01:00
kobewi 615c517034 Use range iterators in LocalVector loops 2023-01-21 18:44:42 +01:00
Rémi Verschelde bcaf048f33
Merge pull request #71379 from KoBeWi/destruction_of_compatibility_function
Remove set_drag_forwarding_compat()
2023-01-18 17:40:13 +01:00
kobewi b58111588a Add EditorUndoRedoManager singleton 2023-01-16 01:11:52 +01:00
kobewi 59ea36b87c Remove set_drag_forwarding_compat() 2023-01-14 15:16:51 +01:00
Juan Linietsky e6a4debede Change set_drag_forwarding() to use callables.
* This solution is much cleaner than the one in 3.x thanks to the use of callables.
* Works without issues in any language (no need to worry about camel or snake case).
* Editor code uses a compatibility function (too much work to redo).

Fixes #59899
2023-01-10 14:09:24 +01:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
trollodel c90d0bd84f Use forward-declarations in big editor classes 2022-11-29 09:59:43 +01:00
kobewi 15831e381b Unify usage of undo_redo in editor 2022-11-02 17:51:58 +01:00
Kasper Sauramo bedbb2e893 add explicit editor save tagging when saving 2022-10-04 11:49:32 +03:00
Rémi Verschelde 498844f687 Merge pull request #65276 from aaronfranke/shader
Separate TextShaderEditor and ShaderEditorPlugin into different files
2022-10-03 09:24:51 +02:00
Aaron Franke 252963166d
Separate TextShaderEditor and ShaderEditorPlugin into different files 2022-10-02 02:19:38 -05:00
Aaron Franke 38cb2f8afc
Rename ShaderEditor that edits text shaders to TextShaderEditor 2022-10-02 02:18:46 -05:00
Anutrix 119e1a2937 Fixed shader editor when no files are currently in shader list 2022-10-01 00:33:13 +05:30
VolTer ded10214bf Rename Indent Left/Right to Indent/Dedent 2022-09-29 14:42:46 +02:00
Yuri Rubinsky 344aa610e3 Add defines to completion list in shaders 2022-09-26 16:04:19 +03:00
jeffres b9d9528c45 Close shader under cursor when middle mouse clicking in editor list
Previously middle mouse clicking resulted in the currently selected
file to be closed, which is not the behavior commonly expected.
2022-09-18 13:25:13 +02:00
jeffres 1c98f03784 Fix selected shader file not being highlighted in shader editor list 2022-09-17 17:49:51 +02:00
Yuri Rubinsky 8191b3c110 Rename `uniform` to `parameter` across the engine 2022-09-01 11:42:57 +03:00
Aaron Franke 10a56981dc
Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
Rémi Verschelde fd6453c45e Revert "Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGED"
This reverts commit 4b817a565c.

Fixes #64988.
Fixes #64997.

This caused several regressions (#64988, #64997,
https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605)
which point at a flaw in the current logic:

- `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with
  `NOTIFCATION_THEME_CHANGED` as introduced in #62845.
- Some classes use their `THEME_CHANGED` to cache theme items in
  member variables (e.g. `style_normal`, etc.), and use those member
  variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE`
  notification is now deferred, they end up accessing invalid state and this
  can lead to not applying theme properly (e.g. for EditorHelp) or crashing
  (e.g. for EditorLog or CodeEdit).

So we need to go back to the drawing board and see if `THEME_CHANGED` can be
called earlier so that the previous logic still works?

Or can we refactor all engine code to make sure that:
- `ENTER_TREE` and similar do not depend on theme properties cached in member
  variables.
- Or `THEME_CHANGE` does trigger a general UI update to make sure that any
  bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE`
  does arrive for the first time. But that means having a temporary invalid
  (and possibly still crashing) state, and doing some computations twice
  which might be heavy (e.g. `EditorHelp::_update_doc()`).
2022-08-29 11:11:29 +02:00
Aaron Record 4b817a565c Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGED 2022-08-27 11:52:29 -06:00
kobewi d764278f37 Add drag and drop support to shader list 2022-08-26 03:19:01 +02:00
kobewi 8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
Yuri Rubinsky 22df2c527b Implement coloring for disabled branches in the shader editor 2022-08-14 13:57:26 +03:00
Clay John 368446de55
Merge pull request #63582 from KoBeWi/power_shader
Improvements to shader editor
2022-08-11 12:45:33 -06:00
Yuri Sizov 9f55bd971e Extract EditorResourceConversionPlugin into its own source files and clean up editor includes 2022-07-31 21:14:15 +03:00
kobewi c3606cb5f3 Swap arguments of ResourceSaver.save() 2022-07-29 19:53:09 +02:00
Juan Linietsky d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Hugo Locurcio 4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
kobewi beabbad390 Improvements to shader editor 2022-07-28 18:28:38 +02:00
Yuri Rubinsky be3fb7a216 Fix errors when using built-ins in shaderinc 2022-07-25 12:33:04 +03:00
Yuri Rubinsky 5705825d55 Fix clearing errors indication in the shader editor 2022-07-23 11:32:04 +03:00
Yuri Rubinsky 6d992abb54 Fix some errors after shader preprocessor PR 2022-07-23 09:38:59 +03:00
reduz f649678402 Clean up Shader Preprocessor
* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
2022-07-22 22:53:03 +02:00
Yuri Roubinsky 7b94603baa Adding shader preprocessor support
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
2022-07-22 22:51:57 +02:00
Yuri Rubinsky 702b6a00d8 Fix icons not loaded correctly in the visual shader editor 2022-07-20 19:24:42 +03:00
FireForge 97dfbea6ad Rename Control PRESET_WIDE to PRESET_FULL_RECT 2022-07-18 20:08:11 -05:00
Yuri Rubinsky f05fce405e Fix visual shader graph not correctly updating when multiple tabs opened 2022-07-16 16:43:06 +03:00
FireForge e4067064ce Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialog 2022-07-09 10:47:08 -05:00
reduz 73c102f272 Redo the shader editor
* Shader editor is permanent (no longer transient).
* Can edit multiple files at the same time.

Likely fixes many usability issues (please lend me a hand Bugsquad team to identify them).
2022-05-28 11:03:16 +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 5626d026d8
Add an external link editor icon
This replaces the existing "chainlink" instance icon that was
used for external links. That icon is still used for scene instancing.

The icon was designed by redlamp.

Co-authored-by: Taylor Wright <taylor@redlamp.org>
2022-04-24 17:26:29 +02:00
reduz 360dea5348 Add GDExtension support to Script
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core

This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
2022-03-27 16:13:00 +02:00
Haoyu Qiu 0ac6e6acbe More icon updates on theme change 2022-03-15 23:05:41 +08:00
kobewi 42078dec9f Allow negative indexes in ItemList and PopupMenu 2022-03-12 01:14:03 +01:00
kobewi 2057ea2883 Remove duplicate editor settings definitions 2022-03-06 22:05:49 +01:00
Rémi Verschelde b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00