Commit Graph

225 Commits

Author SHA1 Message Date
Bhuvan Vemula
a0205e4f34 command palette improvements 2021-08-15 11:40:44 +05:30
Bhuvan Vemula
a0a019a998 Added EditorCommandPalette 2021-08-09 17:41:50 +05:30
reduz
6639cc9853 Addes ability to load build sources from file.
* If not present, the dialog asks to load build sources from a file.
* The export templates check now also verifies that build sources are installed and skips the template check.

This makes Android development easier.
2021-07-15 10:14:08 -03:00
Eric M
2296b57739 Added 'Select Current' option when user is prompted to select main scene after clicking play 2021-07-07 00:27:00 +10:00
Rémi Verschelde
9996cd2a16
Merge pull request #49636 from LightningAA/add-feedback-button-4.0
Add "Suggest a Feature" to the help dialog.
2021-06-29 12:47:17 +02:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Lightning_A
70fb239a25 Add "Suggest a Feature" to the help dialog.
Links to Godot Proposals's readme.
2021-06-15 18:37:27 -06:00
Rémi Verschelde
fbdb1e0bab
Merge pull request #49108 from LightningAA/reload-current-project-4.0
Add the ability to reload the current project
2021-06-15 15:40:52 +02:00
Rémi Verschelde
1074017f04
Refactor editor paths validation in EditorPaths and EditorSettings
- EditorSettings: Ensure that `create()` makes a valid singleton.
  Fixes #49179, fixes #49450.
- EditorPaths: Cleanup code, properly set `paths_valid`.
- EditorPaths: Move more paths validation (check, mkdir) from
  EditorSettings for a better separation of concerns.
- EditorPaths: Move EditorFileSystem creation of `.godot/imported`
  next to other paths.
2021-06-14 19:56:20 +02:00
Rémi Verschelde
f0aa4e597a
Merge pull request #49178 from YeldhamDev/remove_dim_option 2021-05-31 12:27:01 +02:00
reduz
0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
Michael Alexsander
38e635bb1d Remove dim_editor_on_dialog_popup from editor settings 2021-05-28 21:04:38 -03:00
Lightning_A
a6984f8d28 Add the ability to reload the current project 2021-05-26 09:37:37 -06:00
Hugo Locurcio
3eae2f9c6d
Add "Support Godot Development" option to the editor's Help menu 2021-05-15 01:58:29 +02:00
Daniel Lungaro
2bae31a4df Remove plugin from enabled if there's an error
inform user in warning message

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>

Refactor remove plugin from enabled
2021-05-09 13:51:09 -07:00
Gilles Roudière
a3dda2df85 Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
  collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
2021-05-07 18:06:17 +02:00
Hugo Locurcio
be01025376
Make it possible to copy the Godot version identifier by clicking it
This closes #24317.
2021-04-28 17:35:57 +02:00
Juan Linietsky
97a3a66220 Improved 3D Scene Importer
* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.

WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-03-22 12:16:40 -03:00
Rémi Verschelde
310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez
8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
Rémi Verschelde
72f74eb29e
Merge pull request #45943 from KoBeWi/YEEEET
Remove Merge From Scene
2021-02-18 15:15:19 +01:00
reduz
288540a690 Fix editor always redrawing
-Only update rendering settings when project settings change
-Fixes the update spinner (and editor rendering) updating all the time.
-Added a "project_settings_changed" signal to EditorNode and EditorPlugin
2021-02-13 14:57:28 -03:00
kobewi
6b4faa355c Remove Merge From Scene 2021-02-13 01:35:03 +01:00
Rémi Verschelde
b1c60c757f
Merge pull request #31747 from KoBeWi/scene_stalking
Detect external modification of scenes
2021-02-10 14:31:29 +01:00
kobewi
c390c82014 Detect external modification of project.godot 2021-02-09 14:44:44 +01:00
Pedro J. Estébanez
99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
Tomasz Chabora
412125f191 Detect external modification of scenes 2021-01-16 23:33:04 +01:00
Rémi Verschelde
a7baf01352
Merge pull request #44950 from reduz/shader-debugger
Added ability to visualize native shaders
2021-01-06 16:28:45 +01:00
reduz
cdb216f4e4 Added ability to visualize native shaders 2021-01-06 09:40:09 -03:00
Eric M
a54110ba60 Made save dialog open immediately when running unsaved scene.
Previously there was an unneeded confirmation dialog.
2021-01-06 12:29:52 +10:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde
76d4fab3f3
Merge pull request #44524 from madmiraal/rename-editor-viewport
Rename EditorInterface get_editor_viewport to get_editor_main_control
2020-12-28 14:54:50 +01:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Marcel Admiraal
e1128431de Rename EditorInterface get_editor_viewport to get_editor_main_control 2020-12-19 14:17:42 +00:00
kobewi
889f5e44ef Make tool menu plugins use Callables for callback 2020-12-16 20:23:51 +01:00
Hugo Locurcio
57dcc83152
Rename the TextureProgress node to TextureProgressBar
Advantages:

- When searching for "progressbar", you'll see both nodes in the
  search results.
- More consistent with Button/TextureButton.
2020-12-14 21:35:13 +01:00
Rémi Verschelde
114f97ff11
Merge pull request #44128 from KoBeWi/🧹
Cleanup unused engine code
2020-12-09 13:01:50 +01:00
Tomasz Chabora
2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
Rémi Verschelde
9a8e123593
Fix connections to CanvasItem and Tabs signals
Follow-up to #44188 and #44189.
2020-12-09 12:04:02 +01:00
Rafał Mikrut
e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
Yuri Sizov
49f6dc5004 Expose methods to play scene from plugin code 2020-07-06 17:39:16 +03:00
Stijn Hinlopen
c3d9f12a10 Remove unused class PaneDrag 2020-07-02 13:50:31 +02:00
rileylyman
4285211f40 implement generic filename disambiguation
A static function is added to EditorNode which allows for filename
disambiguation given a list of filenames and the corresponding list of
absolute paths for those files. This function is then used to
disambiguate scene and script tabs in the editor.
2020-06-26 16:12:08 -07:00
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
Hugo Locurcio
cc1859efed
Add a getter and property for the editor distraction-free mode 2020-06-03 22:18:49 +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
Rémi Verschelde
1c18be1cc9
Merge pull request #38637 from Calinou/editor-rename-revert-scene-bind
Rename the editor action "Revert Scene" to "Reload Saved Scene"
2020-05-13 12:58:40 +02:00
Fabio Alessandrelli
d79e28c302 Support multiple debug protocols. 2020-05-12 15:09:13 +02:00
Hugo Locurcio
2962819d1c Rename the editor action "Revert Scene" to "Reload Saved Scene"
This option can be used to workaround various issues with stuff
not reloading properly when changes are made.
The option was renamed to clarify the fact that it actually
reloads the scene saved on the filesystem.
2020-05-12 14:42:09 +02:00