Commit Graph

34 Commits

Author SHA1 Message Date
6026725f3b Renamed ScriptEditor to EditorScriptEditor. 2023-02-18 16:52:26 +01:00
990f8aaecd Prefix filenames in the editor_script_editor module with editor_. 2023-02-18 16:22:59 +01:00
6e88ad5bae Moved the editor_code_editor module to the editor_modules folder. 2023-02-18 15:45:50 +01:00
a14821587f Renamed the code_editor module to editor_code_editor. 2023-02-18 15:31:58 +01:00
65c91c6899 Moved ScriptEditorPlugin and ScriptEditor out from the editor folder. 2023-02-18 15:08:56 +01:00
e32e63242b Moved ScriptEditor and ScriptEditorPlugin to a new editor subfolder. 2023-02-18 14:36:51 +01:00
4dd84847eb Moved ScriptEditor to it's own file. 2023-02-18 13:22:43 +01:00
8d7090241a Make sure that the editor can be built even when the new code_editor module is disabled. 2023-02-17 23:20:10 +01:00
9cd2927fcc Move the editor's script text editor into the new code_editor module. 2023-02-17 20:57:16 +01:00
1b0aac6028 Renamed Map to RBMap. 2023-01-15 19:12:50 +01:00
b9f3d3b26a Moved Skeleton2D and it's related classes into a module. 2022-08-28 13:57:25 +02:00
bfc1679f14 Actually register EditorInterface, SpatialEditor, CanvasItemEditor, and WebNodeEditor as globals. 2022-08-23 13:21:09 +02:00
e2d42db711 Also renamed the files. 2022-08-19 21:24:36 +02:00
cffe742085 Renamed the VisualServer to RenderringServer like in Godot4, as I think it's a lot better name for it. I did not yet rename the files. 2022-08-19 20:50:20 +02:00
dfe183d3e0 Ported: Use FlowContainer to handle toolbar overflow more gracefully - YuriSizov
842c3a644f
2022-08-19 14:46:00 +02:00
521934ff55 Ported from Godot4: New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
- TwistedTwigleg
8aa3c2f091
2022-08-18 18:47:30 +02:00
4c4e19223e Added _theme_ infix to the theme helper methods in Control. 2022-08-17 20:57:16 +02:00
99e94b08c4 Moved base input related classes to core/input. 2022-08-17 17:02:24 +02:00
686663d3e4 Moved around more classes in core. 2022-08-17 16:01:01 +02:00
04feb63860 Moved Engine and projectSettings. 2022-08-17 15:35:28 +02:00
be16fe23ad Moved the error macros. 2022-08-17 15:14:19 +02:00
220b2db443 Moved String and related classes under a string folder in core. 2022-08-17 14:19:55 +02:00
dc9cc716c7 Moved Object related classes under core/object. 2022-08-17 13:45:14 +02:00
9555ee56b9 Moved Variant related classes under a variant folder in core. 2022-08-17 13:17:12 +02:00
388b88678e Moved container related classes in core under a new containers directory. 2022-08-17 12:53:49 +02:00
0d2fc2e9f2 Moved color to core/math. 2022-08-17 11:38:15 +02:00
220954cf08 Backported most of the improvements to String from Godot4. 2022-08-15 22:54:03 +02:00
e4cad690a3 Renamed elements in Transform2D to columns. 2022-08-14 15:37:05 +02:00
d9a8497546 Renamed translate in Transform2D to translate_local. 2022-08-14 14:59:46 +02:00
ed5024d3c3 Moved AnimationPlayerEditor::singleton to private, and added getter method for it. 2022-08-10 18:53:15 +02:00
kobewi
f23274bbf2 Properly release LMB even while panning 2022-07-28 15:00:05 +02:00
a112bd877c Ran include-what-you-use on classes under editor/plugins. It still needs cleanups though. 2022-03-18 20:18:56 +01:00
c0dfdd77f3 Removed particles editor plugins. 2022-03-15 22:25:33 +01:00
49f8e8c398 Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00