Commit graph

242 commits

Author SHA1 Message Date
Stijn Hinlopen
929b98d24b Remove String::find_last (same as rfind) 2020-07-03 15:26:22 +02:00
Juan Linietsky
f0e320decf Fix some popups menu missing screen transform.
Closes #38591
2020-07-01 14:44:19 -03:00
Rémi Verschelde
372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +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
Tomasz Chabora
b426d11d86 Allow duplicating files when holding Control 2020-06-07 21:36:48 +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
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky
c7b4dcae2f Open sub-windows as embedded if the OS does not support them 2020-03-26 15:49:43 +01:00
Juan Linietsky
441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
Juan Linietsky
4758057f20 Working multiple window support, including editor 2020-03-26 15:49:40 +01:00
Juan Linietsky
9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky
f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +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
Rémi Verschelde
48ed841dd0 Signals: Fix some regressions from #36426
- Fix `callable_mp` bindings to methods which used to have default
  arguments passed to `bind_method`. We now have to re-specify them
  manually when connecting.
- Re-add `GroupsEditor::update_tree` binding.
- Misc code quality changes along the way.
2020-03-03 11:44:06 +01:00
Rémi Verschelde
01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Rémi Verschelde
65429f11a6 Signals: Make callbacks non-const, callable_mp can't handle it 2020-02-23 23:48:44 +01:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
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
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
Haoyu Qiu
9cff286de1 Fixes broken scene created via New Resource 2020-02-09 14:21:10 +08:00
Michael Alexsander
07a23e75fc Make some QOL improvements to move operations in the FileSystem dock 2020-02-04 19:31:48 -03:00
Gilles Roudière
76d87e6616 Fixes a memory leak in FileSystemDock
Co-authored-by: Rafał Mikrut <mikrutrafal54@gmail.com>
2020-01-15 21:45:13 +01:00
Michael Alexsander
8708d44a50 Add option to disable loading scripts in ScriptCreateDialog 2020-01-09 13:09:23 -03:00
volzhs
9495229315 Update file list in split view when setting main scene 2020-01-09 09:51:31 +09:00
Michael Alexsander
f9d11120f7 Minor fixes for ScriptCreateDialog 2020-01-08 02:02:34 -03:00
volzhs
a1ab8f8890 Show selected main scene in FileSystem split view 2020-01-08 02:19:54 +09:00
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
Rémi Verschelde
f3f6268ee7
Merge pull request #34656 from volzhs/keep-selected-dir
Show selected directory in split mode when selecting a file
2019-12-30 17:58:20 +01:00
Rémi Verschelde
ea3262ee9b
Merge pull request #34578 from timothyqiu/var-rename
Fixes variable naming in FileSystemDock
2019-12-30 17:11:42 +01:00
volzhs
4fb56d6694 Show selected directory in split mode when selecting a file 2019-12-29 04:07:56 +09:00
Haoyu Qiu
078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
Haoyu Qiu
79a06e17bb Fixes variable naming in FileSystemDock 2019-12-24 14:51:33 +08:00
Tomasz Chabora
01d77842ee Unfold directories when showing in file system 2019-11-21 15:40:11 +01:00
Michael Alexsander
107c1969f5 Hide "Set As Main Scene" in FileSystem dock if the scene is already the main one 2019-11-11 12:41:46 -03:00
Andrii Doroshenko (Xrayez)
1f62318f92 Display icon for "Set As Main Scene" in filesystem popup 2019-11-11 12:58:15 +02:00
Silvano Cerza
469acbfd0c Folders in FileSystem are not expanded on project save anymore
If an item was selected in the FileSystem dock and its parent
was collapsed the folder would be expanded when saving the project.
2019-11-04 20:23:46 +01:00
volzhs
bee6b94b77 Add "Set as main scene" on context menu in FileSystem panel 2019-10-30 03:31:33 +09:00
David Sichma
f1265541ee Favorites dragable 2019-10-20 19:39:21 +02:00
Rémi Verschelde
7b433107f5
Merge pull request #32009 from Xrayez/fs-editor-icons
Display editor icons for filesystem dock popup menu options
2019-09-26 08:43:17 +02:00
Stefano Coratti
d7b2ecacff Fixed Show in file system should clear current search 2019-09-25 16:07:46 +02:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Andrii Doroshenko (Xrayez)
407839daab Display editor icons for filesystem dock popup menu options 2019-09-06 14:57:51 +03:00
merumelu
eac0af5892 Tree: fix and expose icon modulation 2019-08-24 17:37:22 +02:00
Michael Alexsander Silva Dias
c5b45c9f09 Cleanup and minor changes in FileSystem Dock 2019-08-22 10:24:51 -03:00
Rémi Verschelde
4ab4d4a59b
Merge pull request #31489 from iwek7/removeRenameRootOption
Showing only working options in filesystem dock menu
2019-08-22 11:56:48 +02:00
Hugo Locurcio
e1b9004b0f
Rename FileDialog's folder icon custom color to folder_icon_modulate
The custom color introduced in be8d569744
had the same name as the "folder" icon, which could cause conflicts
in the generated documentation.

The new name is also more self-explanatory.
2019-08-21 18:43:01 +02:00
iwek7
2b8d65761c Improvements and fixes of filesystem dock 2019-08-21 11:13:50 +02:00
Hugo Locurcio
be8d569744
Use a different color for folder icons in file dialogs
This makes them easier to distinguish from files for quick
visual grepping.

This can also be used in projects by setting the FileDialog "folder"
color. The default value (`Color(1, 1, 1)`) has no visual impact,
for compatibility with existing projects.
2019-08-20 00:10:27 +02:00