Commit Graph

188 Commits

Author SHA1 Message Date
Rémi Verschelde ec00283f91
ResourceImporter: Restore default append logic for new importers
This was changed in #56943 to allow adding new importers from plugins that
take precedence over built-in ones, but this should be opt-in, not the default
behavior.

Fixes #57730.
2022-02-07 09:47:16 +01:00
Rémi Verschelde 7072b359b4
Improve some method bindings to use specific `Object` subtypes
This was made possible by changes to `VariantCaster` which now make
it possible to pass any `Object`-derived type as pointer.
2022-01-28 15:07:22 +01:00
trollodel aa1102fc53 Store panels and docks singletons in their own classes 2022-01-20 20:13:26 +01:00
Haoyu Qiu 8fc73539e9 Allow showing both left and right side panels 2022-01-08 20:31:22 +08:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Raul Santos 9535831866 Expose `ScriptEditor::edit` to scripting
Exposes a method in `EditorInterface` to open scripts on a specified
line and column. This method handles if the internal or the external
editor should be used.
2021-12-08 15:25:05 +01:00
reduz b3bf90b3ce Add scene Post-Import Plugin support.
* New plugin system to control the whole import workflow
* Can add options and run code at every import step (general, per node, mesh, animation, material etc.)

This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
2021-10-15 09:12:04 -03:00
Silc Renew f2e9867e9f Implemented SkeletonEditorGizmo
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2021-10-07 01:07:46 +09:00
Hugo Locurcio 570cdc128f
Rename Node's `filename` property to `scene_file_path` for clarity 2021-09-30 16:50:25 +02:00
Anilforextra 90908cd67d Add Get Center Method for Rect2/Rect2i and AABB. 2021-09-21 21:14:17 +05:45
kobewi baf2f374f4 Sort palette commands by last use 2021-08-31 02:07:52 +02:00
reduz 3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
Bhuvan Vemula a0205e4f34 command palette improvements 2021-08-15 11:40:44 +05:30
Bhuvan Vemula a0a019a998 Added EditorCommandPalette 2021-08-09 17:41:50 +05:30
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
Haoyu Qiu 1a9e3edd30 Validate parameters when adding plugins 2021-06-13 17:25:39 +08:00
kobewi 3911e71a52 Fix some virtual methods 2021-06-13 02:02:39 +02:00
kobewi 7ff135b015 Consistently prefix bound virtual methods with _ 2021-06-12 00:55:52 +02:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
Gilles Roudière b46672db72 Provide a way to hook into Inspectors UndoRedo. 2021-05-04 09:55:22 +02:00
kobewi 72014a7a2e Expose edit_node() for editor plugins 2021-04-12 00:13:08 +02:00
Yuri Sizov ea31af68ba Expose editor scale to the plugin API 2021-04-05 18:44:01 +03:00
reduz 288540a690 Fix editor always redrawing
-Only update rendering settings when project settings change
-Fixes the update spinner (and editor rendering) updating all the time.
-Added a "project_settings_changed" signal to EditorNode and EditorPlugin
2021-02-13 14:57:28 -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
Rémi Verschelde 76d4fab3f3
Merge pull request #44524 from madmiraal/rename-editor-viewport
Rename EditorInterface get_editor_viewport to get_editor_main_control
2020-12-28 14:54:50 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Marcel Admiraal e1128431de Rename EditorInterface get_editor_viewport to get_editor_main_control 2020-12-19 14:17:42 +00:00
kobewi 889f5e44ef Make tool menu plugins use Callables for callback 2020-12-16 20:23:51 +01:00
Tomasz Chabora cbfbb4538b Register methods for drawing 3D editor overlays 2020-11-10 11:35:34 +01:00
reduz ee06a70ea6 Refactor MethodBind to use variadic templates
Removed make_binders and the old style generated binders.
2020-10-18 12:28:44 +02:00
andriyDev 45a1c6f278 Added inspector_only option to inspect_object in EditorInterface.
Updated docs to reflect change to inspect_object.
2020-09-23 13:56:44 -04:00
simpu ea2eaf8c27 Added debugger plugin support
Changes:
* EngineDebugger is exposed to gdscript. Game side of communication can be implemented through it.
* EditorDebuggerPlugin is added which handles the editor side of communication.
2020-08-26 11:24:51 +05:30
Yuri Sizov 49f6dc5004 Expose methods to play scene from plugin code 2020-07-06 17:39:16 +03:00
SkyJJ efb4609425 Add translation parser plugin support 2020-07-02 14:47:35 +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
Hugo Locurcio cc1859efed
Add a getter and property for the editor distraction-free mode 2020-06-03 22:18:49 +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 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 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
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
Juan Linietsky eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Ignacio Etcheverry fe0b783e70 Expose FileSystemDock to the scripting API and fixed signals
Fixed FileSystemDock's `file_removed` and `folder_removed` signals not being
emitted because the emitted was using the wrong signal name.
2020-03-18 15:06:07 +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
Aaron Franke 68d73ecf60
Document EditorPlugin get_plugin_icon and get_plugin_name
The return value's type hint is now accurate.
2020-03-04 15:49:20 -05:00
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 449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +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
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
Rémi Verschelde 2f727ee167
Merge pull request #31847 from aole/editor-expose-current-path
Expose current path function to EditorPlugin
2019-09-03 12:07:23 +02:00
Bhupendra Aole f6952cb944 Script callback for enabling/disabling EditorPlugin
Parameter p_config_changes should be passed as true to enable callback to user scripts
for enabling or disabling of the EditorPlugin.
Fixes #30654
2019-09-01 03:03:47 -04:00
Bhupendra Aole 3518e7a6c7 Expose current path to EditorPlugin
get_selected_path returns only the resource directory.
get_current_path fulfils the need to get the full path.
This does not break backward compatibility and the function (get_current_path)
is already available in FileSystemDock just like get_selected_path.
Fixes 30652.
2019-09-01 01:51:33 -04:00
PouleyKetchoupp b49226e085 Support for file not found in ConfigFile::Load and handle a few specific cases
EditorSettings::set_project_metadata: creates project_metadata.cfg if it doesn't exist
EditorPlugin::get_config: removed (not used)

Fixes #31444
2019-08-21 08:32:55 +02:00
Rémi Verschelde ba541bceca
Merge pull request #31077 from qarmin/coverity_bugs
Change some code proposed by Coverity and Cppcheck
2019-08-07 13:49:33 +02:00
qarmin e0b5b21863 Add some code changes/fixes proposed by Coverity and Clang Tidy 2019-08-07 12:54:30 +02:00
Will Nations 2e3264259b Let EditorPlugins set editor/distraction-free mode 2019-08-06 08:48:00 -05:00
Ignacio Etcheverry aa9908e4f6 Script API methods must return Ref<T> instead of Reference*
ptrcall assumes methods that return a Reference type do so with Ref<T>. Returning Reference* from a method exposed to the scripting API completely breaks ptrcalls to this method (it can be quite hard to debug!).
2019-07-05 09:38:28 +02:00
qarmin 3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Rémi Verschelde 0dac4d6db6
Merge pull request #25522 from aqnuep/MeshLibrary_improvements
MeshLibrary export improvements
2019-06-03 13:59:43 +02:00
K. S. Ernest (iFIre) Lee be341e1931 Be able to add to the editor setting tabs. 2019-05-28 05:11:01 -07:00
Will Nations c1b247e4d5 Add EditorInspector getter. Update Sub-Inspectors. 2019-03-12 02:15:15 -05:00
Daniel Rakos 6df53e0401 MeshLibrary export improvements
- From now materials assigned to the MeshInstance (not the Mesh) get exported
  into the MeshLibrary when such materials exist. This enables workflows where
  the MeshLibrary is exported from an imported scene (e.g. GLTF) where the
  materials assigned to the Mesh (not the MeshInstance) get overwritten on
  re-import, thus can't use editor set materials in the exported MeshLibrary
  unless they are assigned to the MeshInstance whose materials get saved with
  the inherited scene thus persist across re-imports.
- When appending to an existing MeshLibrary only generate previews for newly
  added or modified meshes.
- During preview generation transform camera and lights instead of the mesh
  and use the source MeshInstance's transform for the mesh to avoid weird
  previews being generated for meshes with a position dependent material
  (e.g. when using triplanar mapping).
- Adjust the camera angle and light directions used in mesh preview generation
  for better results.
2019-02-03 22:48:35 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde ac46862097
Merge pull request #24506 from JFonS/expose_gizmos
Expose the new gizmo plugin system to scripting
2018-12-30 15:42:30 +01:00
Rémi Verschelde 2e39e38c10 doc: Sync classref with current source
Fix various code formatting issues and argument names.
2018-12-27 11:10:18 +01:00
JFonS 6b15b4f904 Expose the new gizmo plugin system to scripting 2018-12-21 23:56:39 +01:00
Rémi Verschelde 9df7ed59fb
Merge pull request #19501 from Zylann/custom_loaders
Added basic support for custom resource savers and loaders
2018-12-16 14:26:56 +01:00
Marc Gilleron 065e2670af Added basic support for custom resource savers and loaders 2018-12-15 05:34:53 +00:00
Wilson E. Alvarez 08f22f1cf0
Moved member variables to initializer list 2018-12-11 18:33:01 -05:00
Jared f115f00ec6 Allow plugin scene change signal to report null for empty scenes. 2018-11-03 00:11:02 +02:00
Rémi Verschelde e5bbcb8bcf Fix warnings for comparison between signed and unsigned integers [-Wsign-compare]
Also turn off -Wsign-compare warnings in the future, we do not consider them important.

Fixes the following GCC 5 warnings:
```
core/node_path.cpp:279:24: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:169:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:314:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/shader_gles2.cpp:985:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles3/rasterizer_storage_gles3.cpp:1075:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/pulseaudio/audio_driver_pulseaudio.cpp:343:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_plugin.cpp:525:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_properties_array_dict.cpp:747:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:2078:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:4096:27: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/sprite_editor_plugin.cpp💯20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:122:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:134:77: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:339:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/etc/image_etc.cpp:222:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:242:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:258:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:200:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:222:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:246:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1085:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1489:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1623:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:206:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:356:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:406:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:493:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/audio_stream_player_3d.cpp:420:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:565:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:571:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_rb_resampler.cpp:156:36: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```

The following warnings were not fixed, as they implied casting for no gain:
```
core/io/packet_peer.cpp:228:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/io/resource_format_binary.cpp:109:11: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/rasterizer_scene_gles2.cpp:144:57: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/unix/file_access_unix.cpp:249:46: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:889:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1020:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1154:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:2255:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/bit_mask.cpp:336:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:141:49: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:150:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:154:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:86:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:89:17: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```
2018-09-27 16:25:23 +02:00
groud 5172642c32 Fixes drawing of the 2D plugins on the 3D view 2018-09-18 20:00:07 +02:00
Rémi Verschelde 52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Michael Alexsander Silva Dias 6fa1b5eca7 Add option to move Tile/GridMap editors to another side 2018-08-22 19:18:23 -03:00
Rémi Verschelde 2f20836e52
Merge pull request #19837 from willnationsdev/plugin-utilities
Add PluginConfigDialog.
2018-08-15 11:42:51 +02:00
JFonS 59fd18ab1a New gizmo structure and new gizmo disabling menu 2018-08-09 20:58:39 +02:00
Will Nations ff604414a4 Add PluginConfigDialog, EditorPluginSettings GUI 2018-07-26 10:12:05 -05:00
Max Hilbrunner dacd9c51b1
Merge pull request #19849 from willnationsdev/expose-script-create-dialog
Expose ScriptCreateDialog to EditorPlugin
2018-07-04 22:37:27 +02:00
willnationsdev 2a6c591957 Expose ScriptCreateDialog to EditorPlugin 2018-07-04 09:41:12 -05:00
Michael Lee 2adfdbe184 Preventing an editor crash in the event that a plugin scene's root-node is null. 2018-06-28 00:18:53 -05:00
Max Hilbrunner 8a9e7ab6a6
Merge pull request #15489 from willnationsdev/gdnative-hook
Add EditorPlugin.build() build callbacks
2018-05-26 19:01:45 +02:00
Daniel J. Ramirez 9a365a1216 Moved inspector functionality from EditorNode to InspectorDock. 2018-05-17 16:29:26 -05:00
Juan Linietsky 4b5227ff77 -Ability to open resources in the same window
-Plenty of fixes and improvements to new inspector
-Fixes that were needed to make inspector work better
2018-05-17 18:03:05 -03:00
Max Hilbrunner d4cdee5f9e
Merge pull request #15640 from willnationsdev/resource-saved-signal
Added EditorPlugin 'resource_saved' signal
2018-05-07 15:07:32 +02:00
Hugo Locurcio 1c419531a0 Change ".." punctuation for "..." in editor strings (#16507) 2018-04-22 19:36:01 +02:00
Rémi Verschelde 74382dbfbb
Merge pull request #17576 from Mr-Slurpy/master
Allow users to add items to Tool menu
2018-03-23 11:08:03 +01:00
Mr-Slurpy 9da18f3974 Added tool menu functions in EditorPlugin 2018-03-17 14:41:50 -04:00
Will Nations dd6313710e Enable EditorPlugin to add/remove autoloads 2018-02-14 20:15:57 -06:00
George Marques da69a06253
Add a function to remove controls from containers
Closes #5968
2018-02-13 19:35:10 -02:00
Will Nations 80595ba92b Added EditorPlugin 'resource_saved' signal 2018-01-31 09:06:09 -06:00
George Marques 87be0bc110
Add interface for plugins to enable/disable other plugins 2018-01-30 20:25:20 -02:00
Will Nations 732a877b21 Add EditorPlugin.build() build callbacks 2018-01-08 13:02:47 -06:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Tim Schellenberg 2f7ab58780
forward_canvas_gui_input only takes one parameter 2018-01-04 22:07:32 +01:00