55 Commits

Author SHA1 Message Date
621c20db90 Implement undo-redo feature for Parameter Paste in the Inspector
EditorData::undo_redo.add_do_property and EditorData::undo_redo.add_undo_property is used in EditorData::paste_object_params to implement this feature. It's action name is set to "Paste Params"

Changes made
* Removed the call for clearing the history on paste params case.
* Instead of directly setting the properties value, EditorData::undo_redo is used.

(cherry picked from commit f817ba8379)
2020-03-04 12:40:15 +01:00
f61cd51643 Don't copy script with copy params 2020-01-09 06:34:47 +09:00
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
ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
b777d9b34a Multi-selection restored properly after switching scenes
Fixes #33511
2019-11-10 09:32:07 +01:00
99cc4d246f Merge pull request #33343 from KoBeWi/scene_tree_dusting
Another scene tree dock menu cleanup
2019-11-07 15:17:14 +01:00
fb9ff92c29 Node create dialog filtering optimization
Avoid loading the same scripts again and parse them when updating the node type tree.
2019-11-06 17:21:14 +01:00
4ed2abb0bf Another scene tree dock menu cleanup 2019-11-04 16:45:16 +01:00
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
cedee8281b Allow to create scene from FileSystem dock 2019-08-15 19:47:21 +02:00
4f72178868 Make custom types more subtle and more useful
Implements #6067 (aaronfranke's idea)
Fixes #26980
2019-07-19 22:33:58 +03:00
0ac7715a27 Fix moving and renaming files
This commit fixes several issues related to moving scenes and resources
in an open project.

* Don't try to reload scenes while not all scenes are updated yet.
* Don't use the UndoRedo system to update non-user initiated editor
state.
* Resave scenes after moving files and updating resource path(s).
2019-06-04 16:24:32 +02:00
25f9aee005 Allow class_name scripts to have nested inheritance 2019-03-09 00:47:27 -03:00
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
af92b7dc14 Merge pull request #23060 from willnationsdev/inherit-non-class-script
Fix Script -> Script Class not in CreateDialog
2018-11-26 10:52:52 +01:00
911d3a4586 Check if setting exists to prevent warning
Fixes #23332
2018-11-16 15:26:55 +01:00
372f82e7a7 Fix Script -> Script Class not in CreateDialog 2018-10-16 13:47:12 -05:00
5436abefe4 Refactor editor icon retrieval 2018-09-14 09:27:56 -05:00
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
6d9cc032e7 Add custom icons to script classes. 2018-08-14 14:18:05 -05:00
274d1bc683 Merge pull request #20233 from willnationsdev/gsc-editor
Add script class hierarchies & add-script button permanence/auto-derivation
2018-07-26 17:36:44 -03:00
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
3de15363ab Add script hierarchies,add-script btn auto-derives 2018-07-25 15:18:45 -05:00
0a1c1c660f -Added AnimationGraphPlayer (still missing features)
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
2018-06-18 22:12:08 -03:00
8a9e7ab6a6 Merge pull request #15489 from willnationsdev/gdnative-hook
Add EditorPlugin.build() build callbacks
2018-05-26 19:01:45 +02:00
64cb61619a Merge pull request #15928 from StateOff/feature_batch_rename
Implements "Batch Rename" editor tool.
2018-05-08 07:36:24 +02:00
d4cdee5f9e Merge pull request #15640 from willnationsdev/resource-saved-signal
Added EditorPlugin 'resource_saved' signal
2018-05-07 15:07:32 +02:00
31f28885f9 hide tab changed debug print 2018-04-30 18:41:11 +02:00
1c419531a0 Change ".." punctuation for "..." in editor strings (#16507) 2018-04-22 19:36:01 +02:00
97e77688bb Now the inspector will show the custom resources added via plugin 2018-02-25 01:41:26 +01:00
80595ba92b Added EditorPlugin 'resource_saved' signal 2018-01-31 09:06:09 -06:00
e58b10c883 Implements "Batch Rename" editor tool. 2018-01-22 00:43:19 -05:00
a26e6c8215 Renamed tree_exited to tree_exiting. tree_exited is now used for actual out of tree notification.
Updated doc accordingly.
2018-01-12 08:29:24 -03:00
732a877b21 Add EditorPlugin.build() build callbacks 2018-01-08 13:02:47 -06:00
9d3eb3d2b0 Fixes #15416 - "The deleted nodes are hanging in the inspector." 2018-01-08 03:12:41 -05:00
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
99eb394a5f Merge pull request #14802 from volzhs/selection-changed
Fix "selection_changed" called twice
2018-01-04 15:02:47 +01:00
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
57061413eb Properly rename scenes and resources after renaming or moving files, should fix #13976
It's not tested, so please test.
2017-12-26 16:32:12 -03:00
59564f267c Fix "selection_changed" called twice 2017-12-18 22:14:37 +09:00
1d26c51856 Some untranslated UI strings 2017-12-02 16:59:45 +07:00
518d907914 ability to lock spatial nodes transform in editor 2017-11-11 12:56:37 +01:00
69ccae3d99 Fix typo 'begining' to 'beginning' 2017-09-01 22:54:57 +07:00
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
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
428f03cf06 Updated function argument names 2017-08-12 15:12:49 -04:00
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
76005a8e75 Style: Apply clang-format on all files
Thus fixing some invalid changes that had still made it to the master branch.
2017-07-30 22:53:40 +02:00
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00