Commit graph

45 commits

Author SHA1 Message Date
Rémi Verschelde 0eab0d9343 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-03 11:41:35 +01:00
Michael Lee 00fa61f8f5 Preventing an editor crash in the event that a plugin scene's root-node is null.
(cherry picked from commit 2adfdbe184)
2018-07-28 16:06:30 +02:00
Hugo Locurcio 403f7dc35f Change ".." punctuation for "..." in editor strings (#16507)
(cherry picked from commit 1c419531a0)
2018-06-05 21:42:33 +02:00
George Marques a39930c5b9 Add a function to remove controls from containers
Closes #5968

(cherry picked from commit da69a06253)
2018-02-19 22:18:22 +01:00
George Marques 0a75a38db4 Add interface for plugins to enable/disable other plugins
(cherry picked from commit 87be0bc110)
2018-02-04 20:05:12 +01:00
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
Rémi Verschelde 9e7fec3329
Merge pull request #14882 from willnationsdev/add-select-file
Plugins can select files in the FileSystem Dock
2018-01-04 14:59:34 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Will Nations 1408fab1b4 Plugins can select files in FileSystem Dock 2017-12-20 16:34:21 -06:00
George Marques 5931190348
Defer the scan filesystem call when adding import plugins
This ensures every plugin is added before the scan is made.

Fix #12749
2017-12-09 14:59:01 -02:00
Juan Linietsky 209cb3830c Exposed EditorSceneImporter to script. Added APIs to use intermediate converters more easily. 2017-12-07 15:44:20 -03:00
Waldson Patrício c6f28925e2 Add method to set main screen plugin icon 2017-12-06 19:31:25 -03:00
Pedro J. Estébanez 3f31925b18 Universalize draw-over API for EditorPlugins
- Now it is usable from both `CanvasItem` and `Spatial` editors.
- `EditorPlugin` API changes:
 - `forward_draw_over_canvas()` becomes `forward_draw_over_viewport()`.
 - `update_canvas()` becomes `update_overlays()`, which now triggers the update of every overlay on top of any 2D or 3D viewports present. Also now it returns the number of such viewports, which is useful whenever you need to know the number of draw-over calls you'll get.
 - New: `[set/is]_force_draw_over_forwarding_enabled()` to force overlaying regardless it handles the current object type, in a similar fashion as `[set/is]_input_event_forwarding_always_enabled`. This kind of overlay is also on top of those for regular handled node types.
 - New: `forward_force_draw_over_canvas()`, which is the callback that gets called for plugins that enable forced overlaying.
2017-11-24 21:24:15 +01:00
Rémi Verschelde 0968c8d2f6
Merge pull request #12982 from tagcup/aabb_rename
Rename Rect3 to AABB.
2017-11-17 20:04:29 +01:00
Ferenc Arn d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
George Marques e90cfa6f82
Make resources edited by plugins be sent as reference
This ensures that a plugin can save a resource using the ResourceSaver.
2017-11-17 13:48:33 -02:00
Juan Linietsky 192a4d7de5 Reworked how servers preallocate RIDs, should fix #10970 2017-11-09 23:35:34 -03:00
Poommetee Ketson 9cadb9e5f3 Bind unbound enums, rearrange some by value 2017-10-22 01:58:02 +07:00
Gilles Roudiere fc02605b49 Fixes snapping and replaces the _draw_canvas by forward_canvas_draw 2017-10-18 00:01:59 +02:00
Andreas Haas d7b9847864
Fix argument names in method bindings.
Adds a couple of missing argument names.
2017-10-11 20:00:25 +02:00
Marcelo Fernandez da970c5c5f Prevent a possible crash when exporting to MeshLibrary 2017-09-28 22:08:13 -03:00
Juan Linietsky d3c1f2a7f6 Re-Added export plugins with a more interesting API, as well as the ability to do path remapping.
Also added ability to tell the exporter that a shared object needs to be bundled in the build.
2017-09-14 19:41:14 -03:00
Juan Linietsky 9c3bddfac2 Merge pull request #10745 from neikeq/fix-docdata-and-stuff
DocData and virtual method type hints fixes
2017-08-29 20:11:07 -03:00
Ignacio Etcheverry c16d00591b DocData and type hints fixes
- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types
- Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string.
- PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void.
- Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
2017-08-29 19:40:21 +02:00
Juan Linietsky 8fce79aaee -Some fixes to code completion.
-Fix getter in code completion being displayed when it shouldn't
-Clean up preview generation for editors and exposed it as editor plugin
2017-08-28 00:04:24 -03:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Juan Linietsky dd7145b778 -Split EditorPlugin into EditorPlugin and EditorInterface
-Added EditorInterface to EditorScript
-Added functions to save the scene to EditorInterface
2017-08-26 10:33:07 -03:00
Hein-Pieter van Braam cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Ignacio Etcheverry 32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
Ignacio Etcheverry bffe4abb4d EditorPlugin: Renames virtual method hiding inherited method 2017-08-16 18:05:10 +02:00
Ignacio Etcheverry 2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Jakub Grzesik 218b1c223d EditorPlugin methods and signals rename 2017-07-20 19:16:34 +02:00
Rémi Verschelde c5ba9d9b7c Merge pull request #9703 from Noshyaar/docs
Add object type hint for docs
2017-07-19 10:00:20 +02:00
Poommetee Ketson 49c7620326 Add object type hint for docs 2017-07-19 02:03:34 +07:00
Jakub Grzesik 708d825001 Make available more informations about editor for Tool Plugins 2017-07-18 17:48:19 +02:00
Jakub Grzesik 90bcb345b4 EditorPlugin ability to open and reload scns from filepath 2017-07-11 10:22:44 +02:00
George Marques 0e80dc88ad
Fix filesystem update for import plugins 2017-06-27 20:49:28 -03:00
Unknown d8b65b1657 EditorPlugin can request user inputs from editor 3d view 2017-06-12 17:55:15 +02:00
Zher Huei Lee 9ecdf522bd Added EditorPlugin.remove_import_plugin()
Allows addons with import extensions to clean up properly on
removal.
2017-06-11 17:18:22 +08:00
Juan Linietsky 5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Andreas Haas c04604461d
Bring back EditorImportPlugin
This adds a new implementation of the EditorImportPlugin class, allowing to leverage the new importing system via tool scripts.
Will be especially useful when used together with GDNative, to support formats like fbx :)
2017-05-12 12:46:25 +02:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde 49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00
Renamed from tools/editor/editor_plugin.cpp (Browse further)