Commit Graph

3285 Commits

Author SHA1 Message Date
a0a84c4987 Return early in SubProcessUnix::start() if the executable path is empty. 2023-09-10 12:39:29 +02:00
ca105c2f88 Added class docs for the new SubProcess class. 2023-09-10 12:37:33 +02:00
5fd0326745 Added a new SubProcess class with a Uniz backend for better process control. 2023-09-10 12:19:51 +02:00
3cfe43b5e8 Updated an another missing OS.run() call. 2023-09-10 10:26:05 +02:00
1877ecd379 Fix warning. 2023-09-10 09:59:50 +02:00
e3e6e9e231 Bind missing method in NavigationServer. 2023-09-10 08:44:29 +02:00
70db9caf20 Re-extracted class docs. Also fixed smaller issues. 2023-09-10 08:42:24 +02:00
b572af1287 Small fixes to ScriptServer's docs. 2023-09-10 08:30:35 +02:00
e31c09d1f4 Small fixes to the docs. 2023-09-10 08:26:35 +02:00
1230419fb7 Register and bind the _ScriptServer. 2023-09-10 08:25:06 +02:00
9207afc6cb Added run, create_process and create_instance helper methods to OS. Inspired by godot4's split of execute. 2023-09-10 08:20:35 +02:00
d80ba2ab9e Removed _shortcut_input() from the EditorCodeTextEditor. 2023-09-09 16:01:20 +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
36f9e5186b Removed the prefix from the Input property group in Control. 2023-09-09 09:22:04 +02:00
cf2e53ebc3 Also remove now unnecessary if. 2023-09-09 04:01:26 +02:00
f592c170d1 Go back to using no context Nodes directly to save on lookup, as Nodes shouldn't be deleted like this. 2023-09-09 04:00:47 +02:00
93f4077e73 Stop processing no context node inputs when the input gets handled. Also use ObjectIDs in case Nodes get deleted. 2023-09-09 03:41:19 +02:00
041de5607e Restore EditorCodeEditor's _gui_input method. 2023-09-09 03:38:54 +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
a7cf92860a Fixed the editor's code editor handling some shortcut events twice. 2023-09-09 02:21:35 +02:00
e3998417e7 Fix shortcut input handling in BaseButton. 2023-09-07 14:11:17 +02:00
ccb6074ca9 Backported the editor constrol changes for the new shortcut system from godot4. 2023-09-07 13:41:05 +02:00
4637f73099 Backported the shortcut context system from godot4. 2023-09-07 12:57:34 +02:00
bd9abfc160 Fix clang format warnings. 2023-09-07 12:00:31 +02:00
9a2bf73280 Backported _shortcut_input() virtual from godot4. 2023-09-07 09:56:16 +02:00
66e080d766 Fix typo. 2023-09-07 07:55:48 +02:00
7fcc653a0e Backported the CallInputType parameter for SceneTree::_call_input_pause() from godot4. 2023-09-07 07:40:45 +02:00
448825acc1 Temporarily disabled EditorLog's new shortcuts. 2023-09-06 22:37:21 +02:00
4fe2f00133 The CScript module is now disabled by default. It will get re-enabled once it gets finished. 2023-09-06 21:52:30 +02:00
8ff20ba6e3 Added docs for StringName. 2023-09-06 20:49:07 +02:00
7fab5e4c25 Implemented a literal syntax for NodePaths in GDScript I decided on using godot4's (^). The doc already said it's '@' but that was wrong. 2023-09-06 20:45:01 +02:00
5121b0d56b Added Toplevel property to CanvasItem. Also removed 2 extremely old compatibility methods. 2023-09-06 20:02:14 +02:00
91f98e39a1 Also added doc for SceneTree::get_first_node_in_group(). 2023-09-06 15:21:26 +02:00
da0caaad15 Set input as handled when processing shortcuts in BaseButton.
This fixes the issue when the script editor tab is active and the scene tree editor is focused, a ctrl+a press both opens the new Node popup and selects all text in the script editor.
Doesn't seem to have negative side effects so far.
2023-09-06 15:11:33 +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
56b812f22f Fix build. 2023-09-06 09:47:06 +02:00
b506468b53 Revert "Backport implement loading DDS textures at run-time"
This reverts commit 4b76c7e89c.

Apparently it can cause issues.
2023-09-06 09:13:08 +02:00
6be43d2ec6 Backported SceneTree::get_first_node_in_group() from godot4. 2023-09-06 08:54:55 +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
2a7a431c94 Replace navigation demo locations. 2023-09-05 12:42:59 +02:00
5331ac9b85 MeshLibrary's SceneConverter will also processes the navigation layers for the items. 2023-09-05 12:25:26 +02:00
dfb5323cc1 Backported from godot4: Change GridMap navigation_layers to be per mesh_library item
Changes GridMap navigation_layers from a single bitmask for the entire GridMap to a bitmask for each item used in the mesh_library with a baked navmesh.
- smix8
61f33e205c
2023-09-05 12:23:09 +02:00
c055e8aeed Use get_navigation_map() in GridMap. 2023-09-05 12:08:25 +02:00
0ff2bbdf70 Make sure that all parameters are properly set into PathQueryResults. 2023-09-05 11:58:36 +02:00