This should result in some noticeable performance improvements,
aside from fixing bugs due to conflicts in logic.
This also simplifies some related code identified while debugging.
Previously, an EditorInspector's property name can only be set from
outside. Inspectors used for settings needs to respond to changes in
editor settings. So a few boilerplate code is almost always needed,
including watching for a certain editor setting in `_notification()`.
This commit adds a `set_use_settings_style()` function to tell the
inspector to watch for editor settings changes on its own.
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".
`EditorInspector::update_tree` is expensive, so defer the call to the process phase
to prevent multiple calls in a single frame (when switching scene tabs).
In `EditorProperty::update_revert_and_pin_status`, if `checkable` is `true`, update `checked` based on the variant type of the value, and rename the function as `EditorProperty::update_editor_property_status`.
**Known problems:**
1. Unable to check Checkbox for properties of type `Object` when it is unchecked. This is probably because during value store/fetch, the `nullptr` (variant type is `Variant::OBJECT`) eventually becomes `Variant()` (variant type is `Variant::NIL`).
2. For theme overrides, click the revert icon will uncheck the Checkbox. This is probably because `EditorPropertyRevert::get_property_revert_value` returns `Variant()`.
The function tried to rearrange properties but that lead to problems with duplication or deleted properties. Implemented the logic that that function did inside the get_property_list both for tool scripts and non-tool scripts.
- Provide a visual indication that a (sub)group contains non-default (revertable) values when it's collapsed.
- Add a new option to the inspector's tools menu for expanding only (sub)groups containing properties with non-default values.
This PR implements:
* A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string.
* The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path.
* When scene is saved, the node path is saved, then restored as a pointer.
NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid.
Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language.
Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path).
Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).