Commit Graph

511 Commits

Author SHA1 Message Date
e32155717c Moved 2d shapes to core. 2023-12-10 20:03:16 +01:00
9d2309bfe1 Moved shapes to core. 2023-12-10 19:58:44 +01:00
053f083e17 Moved the Physics 2d server to core. 2023-12-10 19:42:57 +01:00
dbcc6e33da Moved the physics server to core. 2023-12-10 19:36:00 +01:00
238bf1b331 Moved the RenderingServer to core. 2023-12-10 19:04:24 +01:00
049440aaf1 Moved BitMap to core. 2023-12-10 18:07:25 +01:00
3902cf1924 Moved ScneeStringNames and PropertyUtils into scene/main. 2023-12-10 18:01:51 +01:00
9df5649c1b Moved CanvasItem, Control, Node2D and Spatial under scene/main. 2023-12-10 15:50:54 +01:00
0dfba6c552 Moved AudioStreamSample. 2023-12-10 15:26:43 +01:00
763f662263 Moved meshes to a new subfolder. 2023-12-10 15:22:09 +01:00
deccaed2cc Moved materials into a new subfolder. 2023-12-10 14:59:22 +01:00
08160fd63f Moved fonts into a new subfolder. 2023-12-10 14:42:30 +01:00
4cbc387c53 Moved the navigation relatred resources into subfolders. 2023-12-10 14:23:24 +01:00
2cc42b045a Moved shapes under a new shapes folder. 2023-12-10 14:10:10 +01:00
e50ab7fa84 Moved 2d shapes under a new shapes_2d folder. 2023-12-10 13:55:20 +01:00
b34258606b Moved Animation from scene/resources to scene/animation. 2023-12-10 13:30:23 +01:00
ab8fb2b63d Set a minimal split offset when the FilesystemDock changes split modes. 2023-10-20 21:32:37 +02:00
4b29c01fdc Now EditorFilesystemDock will apply the split_mode setting immediately. Also smaller fixes. 2023-10-20 21:19:54 +02:00
4628e5354e Reworked the wide mode setting for the filesystem dock. Now the code is more flexible and less error prone. 2023-10-20 17:02:41 +02:00
2e7709185a Added a new CSplitContainer type which acts as both a VSplitContainer and HSplitContainer and allows changing between them using a property. 2023-10-20 15:06:23 +02:00
e6ee1f0c0f Added a new CBoxContainer type which acts as both a VBoxContainer and HBoxContainer and allows changing between them using a property. 2023-10-20 13:44:43 +02:00
4cc096a002 Bind more methods in EditorInspector. 2023-10-16 12:29:26 +02:00
1102a6c2e5 Don't hide the script property in sub inspectors. 2023-10-16 09:41:43 +02:00
3b5bd395cb Make sure that the FileSystem is made visible properly when needed in both it's normal and it's bottom bar mode. 2023-10-13 09:35:56 +02:00
4995a4b90c Fix issues with the new FileSystem dock settings. 2023-10-12 02:48:48 +02:00
a2f1f2925f Added docs for the 2 new editor properties. 2023-10-12 02:12:20 +02:00
09f89fb0f5 Added a new editor setting (docks/filesystem/wide_bottom_panel) which makes the file system appear in the bottom panel instad of as a dock. 2023-10-12 01:53:08 +02:00
4c18e9c704 If a plugin does not have an icon fall back to using it's name. 2023-10-11 17:31:30 +02:00
4019a15e67 Now the names of the main screen plugins can be hidden in the editor by the new interface/editor/hide_main_screen_plugin_names editor setting. 2023-10-11 17:24:19 +02:00
b4692f1763 Port4ed from godot: Add binary MO translation file support. Add brotli decoder and WOFF2 support.
Use smaller .mo files instead of .po, if gettext is available.
Convert editor fonts to .woff2 format.
- bruvzg
fd2fba7c2c
2023-10-02 21:12:03 +02:00
7df893ab6b Ported from godot: Add context support for editor translation
- timothyqiu
878cf8262a
2023-10-02 20:48:04 +02:00
23a71e54e5 Added back the translations from godot. 2023-10-02 20:03:52 +02:00
b81253b22d Removed the text from the layouts buttons in the CanvasItemEditor. 2023-09-22 12:46:06 +02:00
443cfea5b2 Fix built in resource drag&drop and scene quick instancing in the editor. 2023-09-22 11:09:41 +02:00
587e896daf Fix drag and drop for custom script exported resource classes. 2023-09-10 22:24:52 +02:00
5c1254e429 Implemented custom script class types for EditorQuickOpen. 2023-09-10 22:19:26 +02:00
f315784d22 Added shortcust for toggling the default bottom menu items. CTRL + ALT + 1 - 5. 2023-09-09 14:38:45 +02:00
cf7ca783c7 Change the bottom bar collapse shortcut to CTRL (CMD) - U. 2023-09-09 14:21:34 +02:00
c1622601f1 Fix maybe uninitialized warning. 2023-09-09 14:03:21 +02:00
ab82a74b04 Added a shortcut and button to quickly collapse / close the bottom panel (CTRL-B). 2023-09-09 14:03:10 +02:00
edec78785d The match case option is on by default now when searching in the current file and in files in the editor. 2023-09-09 02:26:36 +02:00
ccb6074ca9 Backported the editor constrol changes for the new shortcut system from godot4. 2023-09-07 13:41:05 +02:00
9a2bf73280 Backported _shortcut_input() virtual from godot4. 2023-09-07 09:56:16 +02:00
448825acc1 Temporarily disabled EditorLog's new shortcuts. 2023-09-06 22:37:21 +02:00
c86269cf49 Hide the editor log search bar by default. 2023-09-06 14:23:55 +02:00
e7fe643ce5 Prefix messages with their thread id if they aren't coming from the main thread in the editor log. 2023-09-06 14:19:28 +02:00
deb5c49700 Backported the new output window from godot4. 2023-09-06 13:08:24 +02:00
2183fe6e0f Fix double script icon in the editor. 2023-09-06 01:56:17 +02:00
0a9c9ca15e Ported godot pr: [3.x] Allow exporting custom resources from/to any scripting language (GDScript, VisualScript, C#, NativeScript, PluginScript)
- willnationsdev
https://github.com/godotengine/godot/pull/44879
Using the rebased version from 02d1f70ee5 by Atlinx
2023-09-06 01:45:29 +02:00
5a758b5c1e Fix the tooltip of the Debug Paths option. 2023-09-04 22:29:29 +02:00
8485b37515 Ported from godot4: Fix Navigation API abbreviations inconsistency
Schema for navigation to name user facing API with  "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
- smix8
34e7628f5f
2023-09-04 17:09:39 +02:00
24d7260169 Replaced the text with an icon on the SpatialEditor's and the CanvasItemEditor's view button. 2023-09-03 14:17:49 +02:00
e0bafda416 Replace the Transform text with an icon in SpatialEditor's toolbar. 2023-09-03 14:04:00 +02:00
3b602c87d4 Removed superfluous VSeparator from the SpatialEditor. 2023-09-03 13:56:04 +02:00
0db05de552 Convert MeshInstanceEditorPlugin's toolbar to the new style. 2023-09-03 13:52:22 +02:00
fc1a75c678 Converted the menu buttons of the Portals and Rooms system to the new style. 2023-09-03 13:35:55 +02:00
a5219d45d5 Never show text for the Convert Rooms button. 2023-09-03 13:23:16 +02:00
72119a0ec0 Group the Anchor and Presets buttons under a common HBoxContainer in CanvasItemEditor. 2023-09-03 13:00:55 +02:00
86ee8840ac Removed the diffferently styled context menu from the SpatialEditor and the CanvasItemEditor. New controls are now added directly to the main FlowContainer, so they wrap properly. While having a different background for context sensitive items can look good, it doesn't work well if it's not per plugin. 2023-09-03 12:36:23 +02:00
eb8943a4f6 Backported from godot4: Add Path2D/3D debug options
- smix8
e12e239ab4
2023-09-02 11:38:01 +02:00
DeeJayLSP
677c9cfea4 Backport AudioStream icons from 4.0 2023-08-27 12:04:19 +02:00
834cbe8cef Ported: Single Compilation Unit build.
Adds support for simple SCU build.
This speeds up compilation by compiling multiple cpp files within a single translation unit.
- lawnjelly
43e181a00a
2023-07-11 16:07:36 +02:00
Hugo Locurcio
bdaeebce83 Update gamepad button/axis names to match 4.0 2023-06-28 12:24:29 +02:00
Ninni Pipping
26dc653dcb Bounds fixes in TextureAtlas import 2023-06-28 12:22:18 +02:00
21003539a3 Added warning for the android editor that android will kill the game after a few seconds if it's opened in the same window as the editor and then it goes to the backgond. Should be still enough to see what's the issue of you don't intentionally debug break though. 2023-06-15 12:04:38 +02:00
c68ec30899 Fix warning in the android editor. 2023-06-15 10:20:18 +02:00
1a5cba555c Backported godot4 PR: Support threads in the script debugger
* This implementation adds threads on the side of the client (script debugger).
* Some functions of the debugger are optimized.
* The profile is also now thread safe using atomics.
* The editor can switch between multiple threads when debugging.
This PR adds threaded support for the script language debugger. Every thread has its own thread local data and it will connect to the debugger using multiple thread IDs.
This means that, now, the editor can receive multiple threads entering debug mode at the same time.
- reduz
PR 76582
Will be available here after it's merged:
6b176671c4
2023-06-14 14:43:55 +02:00
3afa1142b9 Merged the functionality of BSInputEventKey to InputEventKey. This new setting can make input event keys act as if they are shortcut matched. 2023-06-11 16:06:09 +02:00
37fa118ec4 Ported: Adds a scale_gizmo_handles entry to the Touchscreen editor settings
When enabled, this scales the editor icons to improve usability on touchscreen devices.
In addition this commit fixes touch detection for the collision_shape_2d_editor_plugin so it scales with the icons size.
- m4gr3d
b78935ef51
2023-06-11 13:16:13 +02:00
d6f5dd35e8 Ported: Enable granular control of touchscreen related settings
- m4gr3d
61e41facc7
2023-06-11 12:57:25 +02:00
7e64510427 Ported: Add setting to control the window used to run the project for the Android editor
The follow options were added to the (new) `run/window_placement/android_window` editor setting:

- `Auto`: choose how to run the project based on the device screen size
- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
- m4gr3d
b5a908c985
Removed my force launch adjacent solution in favor of this.
2023-06-11 09:52:39 +02:00
Ninni Pipping
41d0abc83e Fix trim when importing WAV 2023-06-11 09:23:02 +02:00
f058c87868 Backported from godot4: Rework Navigation Avoidance
Rework Navigation Avoidance.
- smix8
a6ac305f96
2023-06-10 20:58:49 +02:00
8b18898609 Backported from godot4: Rework const on NavigationServer methods
`const` is used on all methods, even when they cause modification of the server.  This reworks the methods of the server to only use `const` on method that don't change the state of the server.
- DarkKilauea
a0715b30f9
2023-06-09 22:03:42 +02:00
c11500d480 Ported from godot4: Rename Navigation uses of 'location' to 'position'
Contrary to the entire rest of the engine NavigationAgent's and NavigationLinks decided to deal with locations instead of positions.
- smix8
bf1571979c
2023-06-09 10:28:31 +02:00
7acef201ce Fix inconsistent overrides. 2023-06-08 21:00:23 +02:00
ffc0acba42 Fix virtual method overrides. 2023-06-08 20:51:36 +02:00
0438c3cc3f Backported from godot4: Added node for Navigation links .
- DarkKilauea
3dd59013f4
2023-06-08 20:46:09 +02:00
1af5c4c412 Removed the old NavigationPolygonEditorPlugin. 2023-06-06 23:09:16 +02:00
3c9d9bdad4 Ported from godot4: Fix NavigationRegion3D gizmo's odd visual behavior .
- DarkKilauea
92c40bcf32
2023-06-05 19:02:24 +02:00
25078b1437 Ported from godot4: Remove / Replace old Navigation Debug Visualization
- removes / replaces leftovers from old navigation debug code
- cleanes SceneTree and ProjectSettings from old navigation debug
- smix8
d7f75fab60
2023-06-05 18:56:41 +02:00
654cfb81b7 Renamed NavigationRegion2D back to NavigationPolygonInstance, as I think it fits the engine better. 2023-06-05 18:09:53 +02:00
68b9f4c90e Ported from godot4: Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
- smix8
c394ea518e
2023-06-05 18:05:15 +02:00
510ecfa8e4 Fix clang format warning. 2023-06-05 14:57:25 +02:00
cfa4384ad4 Backported from godot4: Fix NavigationMesh baking AABB Editor handling and visuals
Fixes handling and visuals for Navigation Mesh baking AABB in the Editor.
- smix8
2023-06-05 14:33:55 +02:00
2114b2239b Split NavigationPolygon and NavigationPolygonInstance into 2 files. Also renamedNavigationPolygonInstance to NavigationRegion2D. 2023-06-03 16:54:48 +02:00
ca982ac507 Ported: Add benchmark logic
Add benchmarking measuring methods to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
- m4gr3d
Also contains some mouse pointer improvements.
2023-05-01 15:32:01 +02:00
a1f241f63b Ported: Make create folder popup support nested folders
- timothyqiu
d6672d8fe4
2023-05-01 12:58:21 +02:00
Haoyu Qiu
6b51409db3 Fix inconsistent file dialog settings usage 2023-05-01 12:25:23 +02:00
Fredia Huya-Kouadio
88fa0e459b Make EditorPropertyLayersGrid responsive to touch taps 2023-05-01 12:13:36 +02:00
bb9f227c73 Ported: Update make_rst.py to match the master version
This does not include master-specific concepts, like
constructors, operators, annotations, and bitfields.
- YuriSizov
0f24d6ecf7
2023-04-15 11:20:13 +02:00
40a9b72afb Ported from godot-plus: Add ability to mute AudioServer.
Adds the option to change the audio driver to the Dummy driver and back at runtime, with a set of MuteState flags - Disabled (user control), Silence (period of silence), Focus Loss (when app is not in focus), and Paused (when app is paused).
Control for the flags is added for the editor in EditorSettings, and for the project in ProjectSettings.
Editor defaults to muted (Dummy driver) when there is no audio output, and automatically switches to active on output. This significantly reduces CPU usage.
- lawnjelly
cedb01fb84
2023-04-10 19:42:23 +02:00
8ab1998fcb Ported from godot 4: Optimize Node::add_child validation
Adding 10k nodes is almost twice as fast.
- reduz
223ce4fcb9
2023-04-10 18:10:22 +02:00
27920ca1a7 Make sure that the script editor is the 3rd tab. I implemented the simplest solution I could think for now. If more control is needed in the future, EditorPlugins will likely need a priority queue (or some different, more generic solution). 2023-03-19 11:02:20 +01:00
054332ae8d Fix selecting the script editor even if it's not the 3rd in the editor_tables array. 2023-03-19 10:24:21 +01:00
9146ddfbbd Ported: Backport a simpler version of the accent color for check icons
- YeldhamDev
7173565250
2023-03-12 14:34:43 +01:00
1d5008de07 Ported: Default update_vital_only to true for Android and Web editor
Android devices will typically be powered from battery. This PR defaults the editor on Android to use `update_vital_only` mode, using as little power as possible, in order to conserve battery.
Also shows the update spinner by default, to emphasize that vital updates only is occurring, and allow easy switching out of the mode.
- lawnjelly
0876a16bde
2023-03-12 12:54:07 +01:00
c356806ebf Ported: Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
- Paulb23
bc4cee4458
2023-02-21 01:30:59 +01:00
6026725f3b Renamed ScriptEditor to EditorScriptEditor. 2023-02-18 16:52:26 +01:00
8f311ca275 Prefix class names in the editor_script_editor module with Editor. Pt 1. 2023-02-18 16:37:54 +01:00