Commit Graph

41 Commits

Author SHA1 Message Date
A Thousand Ships 684752e75b
Replace error checks against `size` with `is_empty` 2024-02-09 12:50:15 +01:00
Yuri Sizov f542dffb39 Improve the looks of 2D/3D viewport contextual toolbars 2023-09-13 13:04:55 +02:00
kobewi 6de34fde27 Add EditorStringNames singleton 2023-09-03 19:58:18 +02:00
Yuri Sizov e4b8dc81b8 Merge pull request #78300 from ajreckof/fix-replace-node-destroying-Node-properties
Auto-update properties when replacing a node
2023-08-03 22:37:40 +02:00
ajreckof 4da9927faf Fix replace node deleting `Node` properties.
Update editor/scene_tree_dock.cpp

Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-08-03 18:38:24 +02:00
Yuri Sizov 4aae6d3f23 Merge pull request #78944 from bgie/particle_mask
Add option to center image when loading particle emission mask
2023-07-27 15:22:58 +02:00
Hendrik Brucker 7e21eb7e00 Extract and reorganize texture resource classes 2023-07-14 20:04:21 +02:00
Brecht Kuppens 86117f8cba Added option to center image when loading particle emission mask 2023-07-02 12:22:38 +02:00
Yuri Sizov 4154039832 Improve includes of EditorNode (and everything else)
Also start organizing editor-specific GUI components
into a dedicated folder, `editor/gui`.
Also move `editor_file_server` next to the rest of debugger classes.
2023-04-07 18:59:49 +02:00
kobewi b58111588a Add EditorUndoRedoManager singleton 2023-01-16 01:11:52 +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 8a3d2f4e0c Cleanup remaining EditorUndoRedoManager usages 2022-11-24 18:56:22 +01:00
kobewi 072f6feaba Make some Image methods static 2022-10-14 14:34:15 +02:00
bruvzg 0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Micky 723bf85145 Rename ParticlesMaterial to ParticleProcessMaterial
Also affects their file names, related classes and documentation.
2022-08-26 02:53:08 +02:00
kobewi ece3df3938 Add per-scene UndoRedo 2022-08-22 18:05:10 +02:00
FireForge af19501cc7 Seperate filter and description in FileDialog.add_filter() 2022-07-09 10:51:45 -05:00
kobewi d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
bruvzg de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
megalobyte 8824b6c5e9 Update if == NOTIFICATION_* to switch statements to match coding style 2022-02-16 08:44:37 -05:00
trollodel 05b56f316d Remove most EditorNode constructor parameters and fields 2022-02-14 14:16:24 +01:00
Hendrik Brucker b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
trollodel aa1102fc53 Store panels and docks singletons in their own classes 2022-01-20 20:13:26 +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
Raffaele Picca 37cfa56db3 Visibility rect only shown when a GPUParticle2D is selected to reduce visual clutter in scenes with a lot of Particle nodes. 2021-11-28 19:42:42 +01:00
Anilforextra cc51b045da Construct values only when necessary. 2021-09-23 22:26:07 +05:45
Hugo Locurcio 1bd214258e
Improve visibility rect/AABB generation usability in GPUParticles
- Don't display the time dialog if the automatically calculated
  generation time is short enough.
- Clarify the purpose of waiting in the progress dialog.
2021-08-16 05:56:07 +02:00
Aaron Franke 84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
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
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
reduz 083aa9b95e Refactor Process Mode
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192

* PauseMode is now ProcessMode, containing the following states:
	```
	PROCESS_MODE_INHERIT, // same as parent node
	PROCESS_MODE_NORMAL, // process only if not paused
	PROCESS_MODE_PAUSE_ONLY, // process only if paused
	PROCESS_MODE_ALWAYS, // process always
	PROCESS_MODE_DISABLED, // never process
	```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18 20:39:55 -03:00
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
Stijn Hinlopen 526e060b73 Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and resource depency dialogs). 2020-07-14 14:35:22 +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 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
Nico Mitchell 7211ad73bc Remove separators from particles menus 2020-04-12 22:15:20 -04:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00