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* Merge pull request #15640 from willnationsdev/resource-saved-signalMax Hilbrunner2018-05-071-0/+1
|\ | | | | Added EditorPlugin 'resource_saved' signal
| * Added EditorPlugin 'resource_saved' signalWill Nations2018-01-311-0/+1
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* | Merge pull request #17196 from RandomShaper/improve-gui-touchRémi Verschelde2018-05-021-1/+1
|\ \ | | | | | | Implement universal translation of touch to mouse (3.1)
| * | Implement universal translation of touch to mousePedro J. Estébanez2018-04-301-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*) The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers. Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse. *: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest. On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction. Plus: Improve/fix tracking of current mouse position. ** Summary of changes to settings: ** - `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse` - New setting: `input/pointing_devices/emulate_mouse_from_touch`
* | | Merge pull request #18291 from akien-mga/coverity-uninitialized-scalar-varRémi Verschelde2018-05-011-5/+5
|\ \ \ | | | | | | | | Fix Coverity reports of uninitialized scalar variable
| * | | Fix Coverity reports of uninitialized scalar variableRémi Verschelde2018-04-191-5/+5
| |/ / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes most current reports on Coverity Scan of uninitialized scalar variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html These happen most of the time (in our code) when instanciating structs without a constructor (or with an incomplete one), and later returning the instance. This is sometimes intended though, as some parameters are only used in some situations and should not be double-initialized for performance reasons (e.g. `constant` in ShaderLanguage::Token).
* | | Revert "Added a more specific error message on export"Rémi Verschelde2018-05-011-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | This reverts commit 00c689d625d0243577c225612aa86aa6a85274c4. Reason: "Missing template" is just one possible explanation for `err` being != OK here, it does not make sense to hardcode it in the generic error message (and break translations doing so).
* | | Merge pull request #18506 from AlexHolly/export-more-specific-error-messageMax Hilbrunner2018-04-301-1/+1
|\ \ \ | | | | | | | | Added a more specific error message on export
| * | | Added a more specific error message on exportAlexander Holland2018-04-291-1/+1
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* | | | Merge pull request #18455 from neikeq/export-pck-zip-debugHein-Pieter van Braam2018-04-291-3/+3
|\ \ \ \ | |/ / / |/| | | Make 'Export PCK/ZIP' work well with EditorExportPlugin
| * | | Make 'Export PCK/ZIP' work well with EditorExportPluginIgnacio Etcheverry2018-04-261-3/+3
| | | | | | | | | | | | | | | | | | | | Add debug flag to the 'Export PCK/ZIP' option Make 'Export PCK/ZIP' notify when the export process begins. This is necessary to receive the 'EditorExportPlugin::_export_begin' callback
* | | | CSG Support for Godot!Juan Linietsky2018-04-271-1/+1
|/ / / | | | | | | | | | | | | | | | | | | | | | -Missing Icons -Missing freezing option (for baking light and faster load) -Missing a way to export from Godot (GLTF2?) -Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs) Happy testing!
* / / Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio2018-04-221-32/+32
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* | Drag to rearrange Tabs and TabContainerianb962018-04-081-0/+52
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* | Merge pull request #17443 from Noshyaar/tilesetcrashJuan Linietsky2018-04-081-16/+12
|\ \ | | | | | | Fix converting to tileset crashes Godot if existing file is not tileset
| * | Fix converting to tileset crashes Godot if existing file is not tilesetPoommetee Ketson2018-03-231-16/+12
| | | | | | | | | | | | also make TileSetEditorPlgn tile list updates the preview modulate
* | | Explicitly print an error when --export fails.Pieter-Jan Briers2018-04-041-5/+9
| | | | | | | | | | | | | | | | | | Previously this would not explicitly say the export failed. Sure you might see another error somewhere, but that's not very reliable/obvious.
* | | Fix bug added in PR#17589. Resources couldn't be saved to filesrobfram2018-03-241-4/+2
| | | | | | | | | | | | | | | | | | | | | This PR fixes the code to avoid saving default environment every time the project is run whitin the editor. Should fix #17727. Sorry for the troubles!
* | | Merge pull request #17706 from Calinou/overhaul-hidpi-settingsRémi Verschelde2018-03-231-12/+37
|\ \ \ | | | | | | | | Overhaul the display scaling editor settings
| * | | Overhaul the display scaling editor settingsHugo Locurcio2018-03-231-12/+37
| |/ / | | | | | | | | | | | | This adds more scaling options, in addition to a custom scaling option which allows any scale between 0.75 and 3.0 to be used.
* | | Merge pull request #17496 from robfram/fix-f3-change-editor-and-findRémi Verschelde2018-03-231-0/+6
|\ \ \ | | | | | | | | Fix pressing `F3` do both changing to script editor AND find next text
| * | | Fix pressing `F3` do both changing to script editor AND find next textrobfram2018-03-161-0/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | As `KEY_F3` was used both for changing to script editor window and, in the script editor, for finding the next result in the last search, and the key event is **not** consumed, the resulting behaviour was similar to press `F3` twice, first to change to script editor and second to find the next result of a previous search. This PR sets the `key_pressed` status of `InputEvent` to `false` if this event is responsible of an editor change, simulating the consumption of the event. Fix #17334
* | | | Merge pull request #17576 from Mr-Slurpy/masterRémi Verschelde2018-03-231-6/+66
|\ \ \ \ | | | | | | | | | | Allow users to add items to Tool menu
| * | | | Added tool menu functions in EditorPluginMr-Slurpy2018-03-171-6/+66
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* | | | | Prevented external editor from running multiple timesIvan Vodopiviz2018-03-211-1/+2
| |_|/ / |/| | | | | | | | | | | | | | | Fixes #16923. I'm not a fan of the special case for scripts in editor_node.cpp, but in any case, I made it so it wouldn't make the external editor to re-open just because we switched scenes.
* | | | Fix saving unmodified scenes and resourcesrobfram2018-03-181-1/+7
| |/ / |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | When `_save_all_scenes` or `save_resource_in_path` was called, they always saved all the scenes and the resource no matter if they were modified or not. For example, when `saving before run` option was checked, it always overwrote the current scene and the default environment simply by opening and runing the project. This PR adds checks for unsaved scenes (using the same `unsave` check others method used) and modified resources (comparing last modified time and last import time). Fix #6025.
* | | Merge pull request #17013 from Noshyaar/themeRémi Verschelde2018-03-131-16/+33
|\ \ \ | | | | | | | | Update icons when theme changed
| * | | Update icons when theme changedPoommetee Ketson2018-02-251-16/+33
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* | | | Merge pull request #17116 from poke1024/fix16734Rémi Verschelde2018-03-131-0/+1
|\ \ \ \ | | | | | | | | | | Fix round preview getting square on "run scene" (issue 16734)
| * | | | Fix round preview getting square on "run scene" (issue 16734)poke10242018-02-281-0/+1
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* | | | Merge pull request #17435 from poke1024/output-error-iconRémi Verschelde2018-03-131-1/+2
|\ \ \ \ | | | | | | | | | | Show error icon at "Output" in case of errors
| * | | | Show error icon at "Output" in case of errorsBernhard Liebl2018-03-111-1/+2
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* / / / EditorNode: fix clicking ok keeps trying to savePoommetee Ketson2018-03-111-0/+3
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* | | 2D Skeletons WORK IN PROGRESSJuan Linietsky2018-02-211-0/+2
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* | | Fix typos with codespellluz.paz2018-02-211-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* | | Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky2018-02-211-1/+3
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* | | Added an auto quit and auto build flag to the command line options.Nathan Warden2018-02-191-3/+3
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* | Merge pull request #15862 from poke1024/esc-close-dockRémi Verschelde2018-02-141-0/+6
|\ \ | | | | | | Make KEY_ESCAPE close all output/debugger docks on bottom
| * | Make KEY_ESCAPE close all output/debugger docks on bottomBernhard Liebl2018-01-191-0/+6
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* | | Small changes to the "Recent Scenes" menu.Michael Alexsander Silva Dias2018-02-021-31/+22
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* | | Ability to import .escn files, which is just a .tscn but with forced import.Juan Linietsky2018-01-301-0/+4
|/ / | | | | | | This works together with the new Blender to Godot exporter.
* | Fix typos in code and docs with codespellRémi Verschelde2018-01-181-2/+2
| | | | | | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* | Properly save the new save safe setting, avoid crash.Juan Linietsky2018-01-121-2/+2
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* | Attempt renaming multiple times on safe file save, and make the behavior ↵Juan Linietsky2018-01-121-1/+1
|/ | | | optional. Fixes #14339.
* Fixes #15416 - "The deleted nodes are hanging in the inspector."Blazej Floch2018-01-081-1/+1
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* Merge pull request #15438 from endragor/export-after-importRémi Verschelde2018-01-071-36/+36
|\ | | | | Perform export after import is fully complete
| * Perform export after import is fully completeRuslan Mustakov2017-12-301-36/+36
| | | | | | | | | | | | Previously command line export would go simultaneously with reimport, which caused final package to either miss something or contain outdated assets or perhaps even broken ones.
* | Removed PBM bitmap loader, added abiliy to importi mages as bitmap. Fixes #14828Juan Linietsky2018-01-061-0/+5
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* | Avoid crashing when dependencies on inherited/instanced scenes cant be ↵Juan Linietsky2018-01-051-1/+8
| | | | | | | | satisfied, fixes #15298
* | Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | | | | | | | 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.