Commit Graph

61 Commits

Author SHA1 Message Date
K. S. Ernest (iFire) Lee
ed84d33890 Restore Godot engine builds. 2022-12-03 10:44:08 -08:00
Nathan Franke
625bd191e8 add .gitignore, fix build on master 2022-09-08 03:07:52 -05:00
kobewi
d0327d2631 Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
kobewi
85d3e5541a Add per-scene UndoRedo 2022-08-22 18:05:10 +02:00
Umang Kalra
337426420d Changed the title of change node type dialog 2022-08-20 22:53:07 +05:30
Yuri Sizov
c6aaa971cc Remove CustomPropertyEditor completely 2022-08-01 22:57:05 +03:00
Juan Linietsky
52f9fce008 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
reduz
41973c79b3 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
bruvzg
d562c00c0f Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
FireForge
47a6888901 Rename Control PRESET_WIDE to PRESET_FULL_RECT 2022-07-18 20:08:11 -05:00
FireForge
c535af7ee7 Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialog 2022-07-09 10:47:08 -05:00
Hendrik Brucker
d99e73db21 Fix visual editor settings change propagation 2022-06-07 19:17:47 +02:00
Raul Santos
f5696eec5e Support explicit values in flag properties, add C# flags support
- Add support for explicit values in properties using `PROPERTY_HINT_FLAGS`
that works the same way it does for enums.
- Fix enums and flags in VisualScriptEditor (it wasn't considering the
explicit value).
- Use `PROPERTY_HINT_FLAGS` for C# enums with the FlagsAttribute instead
of `PROPERTY_HINT_ENUM`.
2022-06-03 05:19:01 +02:00
Hendrik Brucker
2f2e0a6874 Improve Graphedit connection lines 2022-05-30 17:33:01 +02:00
Rémi Verschelde
dd1988dd19 Merge pull request #47665 from trollodel/tree_more_buttons_signals 2022-05-24 10:50:55 +02:00
Rémi Verschelde
fb92cf6c58 Merge pull request #61017 from derammo/derammo_58121
display of large help text in visual script
2022-05-22 01:26:33 +02:00
derammo
2a4531af67 display of large help text in visual script
implemented vertical scroller for help text in popup
disabled broken positioning code
2022-05-21 18:38:40 -04:00
trollodel
99d251e5ab Add the button pressed to some signals in Tree 2022-05-21 17:16:52 +02:00
Aaron Record
da2b5ff235 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
Rémi Verschelde
6dfc6ed11f Merge pull request #60463 from Geometror/improve-vs-1 2022-05-16 13:50:42 +02:00
reduz
09fc804cff Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
reduz
d6625fbe18 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
Hugo Locurcio
fb199547ff Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Hendrik Brucker
8e72d8332b Improve the VisualShader/VisualScript editor UI 2022-04-30 03:56:57 +02:00
David Cambré
ea620759ca Improve VisualScript search and instancing of nodes
Constructors are more accessible.
Basic type methods are now based on ClassDB and not registerd_node_names.
Selecting search_classes now automatically changes the scope.
2022-04-17 15:21:26 +02:00
Nicholas Huelin
d2a3675ec8 Fix Visual Script's jump to function relative to zoom
When double-clicking on a function name the graph will now correctly jump to the function relative to the zoom ratio.
2022-04-12 15:27:49 +02:00
Aaron Franke
d1feea8ccb Initialize bools in the headers in editor 2022-03-12 13:34:06 -06:00
reduz
00e3a9b7a1 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
Raul Santos
e9e0b643ef Sort variables in VisualScriptEditor
Sorts the script variables in alphabetical order to display them
in VisualScriptEditor.
2022-02-24 21:18:02 +01:00
megalobyte
f649a96f6a Don't process VisualScriptNodes 2022-02-19 14:33:27 -05:00
Rémi Verschelde
de2d041f6e Merge pull request #58187 from jakobbouchard/notification-switch-chunk-c
Convert _notification methods to switch - Chunk C
2022-02-16 20:58:55 +01:00
Jakob Bouchard
2768f4bb23 Convert _notification methods to switch - Chunk C 2022-02-16 13:03:05 -05:00
MisoMosiSpy
3183e25ca4 Added icons for missing types in visual script’s icon list. 2022-02-16 20:31:18 +05:30
jmb462
285bc6bfa2 Fix renaming function dialog in VisualScript does not work correctly 2022-02-12 21:28:28 +01:00
Rémi Verschelde
b7df73244f Merge pull request #57796 from akien-mga/revert-sname-theme-setters 2022-02-08 11:13:24 +01:00
Rémi Verschelde
e7f16d8a1e Revert "Add missing SNAME macro optimization to all theme methods call"
This reverts commit 48a1cb7c96.

As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
2022-02-08 10:17:25 +01:00
Rémi Verschelde
fa316dc084 Refactor some object type checking code with cast_to
Less stringly typed logic, and less String allocations and comparisons.
2022-02-08 10:08:34 +01:00
jmb462
48a1cb7c96 Add missing SNAME macro optimization to all theme methods call 2022-02-06 23:06:11 +01:00
Anilforextra
7e95de1c59 String: Add contains(). 2022-02-04 01:28:02 +05:45
kobewi
f5cda30606 Minor tweaks and fixes to panning 2022-01-23 13:49:53 +01:00
Rémi Verschelde
466c7d20e1 Merge pull request #57000 from KoBeWi/UNLIMITED_PANNING 2022-01-23 00:47:52 +01:00
kobewi
f869309c77 Add ViewPanner to 2D editor 2022-01-21 18:35:06 +01:00
Rémi Verschelde
2f77495c2c Merge pull request #56252 from Gallilus/Update-visual-script-property-selector 2022-01-21 10:35:19 +01:00
trollodel
3d90c54bb3 Store panels and docks singletons in their own classes 2022-01-20 20:13:26 +01:00
Paulb23
15c6492d9a Convert TextEdit callbacks to Callable 2022-01-19 17:26:22 +00:00
David Cambré
98b6d803f0 Improve Visual Script editor to suggest the proper visual script nodes. 2022-01-17 20:22:22 +01:00
Haoyu Qiu
f39dd7418a Fix crash when exiting the editor 2022-01-15 11:22:18 +08:00
Rémi Verschelde
1338ad90c1 Merge pull request #55541 from KoBeWi/outcognito_scripts 2022-01-14 21:04:13 +01:00
kobewi
daeb06c50b Make script type distinguishable by icon 2022-01-13 12:29:05 +01:00
Rémi Verschelde
a6a86a8d52 Merge pull request #56646 from Chaosus/vst_context_menu 2022-01-12 11:39:06 +01:00