Commit Graph

507 Commits

Author SHA1 Message Date
2cea42cc7f Rename Projection matrix to columns 2022-10-04 12:34:19 -05:00
094e8db97c Fix hide_slider vs no_slider inconsistency in editor property code 2022-10-03 13:40:31 -05:00
78a9a3de69 Merge pull request #62903 from Rindbee/fix-property-link-not-work-in-MultiNodeEdit
Set the changed field to empty (meaning all) if the link button is pressed
2022-09-15 20:12:12 +02:00
f7292dbeb3 Rename or_lesser range property hint to or_less
"less" should be used for quantity, rather than "lesser".

Existing scripts that use `or_lesser` in `_get_property_list()`
will need to be updated to account for this change.
2022-09-02 19:08:20 +02:00
10aec9057c Merge pull request #63411 from Calinou/improve-null-object-dictionary-print
Improve null and object printing to avoid confusion with arrays
2022-08-31 17:37:08 +02:00
291d3aaabe Improve null and object printing to avoid confusion with arrays
- Use different syntax for object printing to avoid confusion with arrays.
- Print null as `<null>` to avoid confusion with a string `"null"`.
- Display `<empty>` in editor resource pickers to avoid confusion
  with array-based properties.
2022-08-31 15:31:49 +02:00
97f547a63a Fix crash when toggling flag property value 2022-08-31 15:50:23 +08:00
e31bb5ffeb Rename CanvasItem.update() to queue_redraw()
Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on.

Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency.

Just a few comments have also been changed to say "redraw".

In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
2022-08-29 14:59:47 +02:00
fd6453c45e Revert "Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGED"
This reverts commit 4b817a565c.

Fixes #64988.
Fixes #64997.

This caused several regressions (#64988, #64997,
https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605)
which point at a flaw in the current logic:

- `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with
  `NOTIFCATION_THEME_CHANGED` as introduced in #62845.
- Some classes use their `THEME_CHANGED` to cache theme items in
  member variables (e.g. `style_normal`, etc.), and use those member
  variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE`
  notification is now deferred, they end up accessing invalid state and this
  can lead to not applying theme properly (e.g. for EditorHelp) or crashing
  (e.g. for EditorLog or CodeEdit).

So we need to go back to the drawing board and see if `THEME_CHANGED` can be
called earlier so that the previous logic still works?

Or can we refactor all engine code to make sure that:
- `ENTER_TREE` and similar do not depend on theme properties cached in member
  variables.
- Or `THEME_CHANGE` does trigger a general UI update to make sure that any
  bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE`
  does arrive for the first time. But that means having a temporary invalid
  (and possibly still crashing) state, and doing some computations twice
  which might be heavy (e.g. `EditorHelp::_update_doc()`).
2022-08-29 11:11:29 +02:00
f7f8af232c Merge pull request #64885 from Mickeon/rename-tooltip-hint
Rename `hint_tooltip` to `tooltip_text` & setter getter
2022-08-28 17:43:01 +02:00
4b817a565c Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGED 2022-08-27 11:52:29 -06:00
ef5b9a06a9 Rename hint_tooltip to tooltip_text & setget
`hint_tooltip` -> `tooltip_text`
`set_tooltip` -> `set_tooltip_text`
`_get_tooltip` -> `get_tooltip_text`

Updates documentation, too.
2022-08-27 01:35:01 +02:00
f9f2446972 Merge pull request #64367 from Mickeon/rename-var-to-str
Rename `str2var` to `str_to_var` and similar
2022-08-26 23:04:06 +02:00
59e11934d8 Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
d91cb1d5d5 [macOS export] Simplify code signing options, add support for rcodesign tool for signing and notarization. 2022-08-26 14:23:31 +03:00
2961651444 Merge pull request #64691 from TokageItLab/Quaternion-editor 2022-08-24 18:36:54 +02:00
673c649adb Implement Quaternion Editor 2022-08-24 22:04:49 +09:00
dd814a0dca Disable editing properties in foreign resources
from imported scenes or objects returning
true from a function named '_is_read_only' and
disable resaving imported resources.
2022-08-23 23:16:13 +01:00
5d69dd1631 Merge pull request #63173 from fire-forge/layers-grid 2022-08-08 15:30:51 +02:00
f3a76f63c6 Merge pull request #62089 from Step-an/add_drag_and_drop_to_EditorPropertyPath 2022-08-07 16:00:46 +02:00
e1809f5667 Merge pull request #63704 from fire-forge/no-code
Fix EditorPropertyMultilineText expression mode
2022-08-06 00:32:22 +02:00
6059a9b624 Improve easing inspector usability
- Add `positive_only` property hint to disallow using negative presets.
  These values are clamped in several places in the editor already,
  so this avoids displaying presets that don't work.
- Move the Zero preset at the end of the positive list to match
  the custom property editor. It's also used less often than Linear,
  Ease In and Ease Out.
- Rename presets to be consistent between the easing property editor
  and custom property editor.
- Remove unused `inout` hint which was redundant since it was already
  the default.
2022-08-01 18:40:04 +02:00
6c5330154e Merge pull request #63429 from RandomShaper/indicate_overridden 2022-07-31 23:54:38 +02:00
4b478c2854 Use a PackedStringArray for the "open in new inspector" editor setting
This is safer and provides a more convenient array editor for users.
2022-07-30 21:00:22 +02:00
4a127cb5fe Improve usability of non-default values in the property inspector
- Provide a visual indication that a (sub)group contains non-default (revertable) values when it's collapsed.
- Add a new option to the inspector's tools menu for expanding only (sub)groups containing properties with non-default values.
2022-07-30 15:25:45 +02:00
74d92bf459 Merge pull request #43081 from KoBeWi/property_keeper
Keep property values when extending script
2022-07-29 19:29:52 +02:00
44cf3c22ac Keep property values when extending script 2022-07-29 16:57:50 +02:00
d4433ae6d3 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
993b41198c Fix code font usage in EditorPropertyMultilineText
- Only use code font while in expression mode
- Use code font and syntax highlighter in big text box
2022-07-27 09:58:18 -05:00
3084a48ace Merge pull request #63219 from reduz/implement-vector4-projection 2022-07-25 11:13:27 +02:00
455c06ecd4 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
a5bc65bbad Merge pull request #63265 from reduz/stream-bpm-support
Implement BPM support in AudioStream files.
2022-07-23 11:21:14 +02:00
d1ddee2258 Implement BPM support
Based on #62896, only implements the BPM support part.

* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
2022-07-23 07:31:17 +02:00
e5df1e65f9 Merge pull request #62581 from Guh-Feng/Color-Picker-Update 2022-07-22 23:46:27 +02:00
07118d7094 Fix in editor drag and dropping a Node to generic NodePath property 2022-07-22 18:32:36 +02:00
1b8652e86a Color Pickers Respect Settings
Updated editor_node with function that sets up color pickers throughout Godot to respect editor's settings.
2022-07-21 18:11:09 -04:00
caa0cdaac6 Use menu icon for layers grid button 2022-07-17 00:42:23 -05:00
b942c1ffe3 Merge pull request #62827 from fire-forge/ok-cancel
Add `ok_button_text` to AcceptDialog and `cancel_button_text` to ConfirmationDialog
2022-07-13 14:10:38 +02:00
b6fdd0815c Fix property link not working in MultiNodeEdit
This is due to the `p_field` in the `EditorProperty::emit_changed`.
`p_field` only works for `MultiNodeEdit`, not for other objects.
2022-07-11 10:38:34 +08:00
e4067064ce Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialog 2022-07-09 10:47:08 -05:00
7d3ff927de Merge pull request #62075 from Vitika9/gsoc-colorpicker 2022-07-08 09:06:47 +02:00
0011d93c81 ColorPicker Refactor 2022-07-06 22:11:43 +05:30
31745a8b15 Fix drag'n drop type check for NodePaths 2022-07-04 20:10:40 +02:00
d56185146d Add editor properties for Callable and Signal 2022-06-30 17:39:10 +02:00
4c14bf7482 Merge pull request #62470 from vnen/gdscript-export-nodes
GDScript: Enable exporting nodes to the inspector
2022-06-28 08:07:00 +02:00
9490146a16 GDScript: Enable exporting nodes to the inspector
Also fix an small issue in the property editor for NodePath trying to
use the meta property when not needed.
2022-06-27 18:42:52 -03:00
9ddebc0c22 Add a const call mode to Object, Variant and Script.
For this to work safely (user not call queue_free or something in the expression), a const call mode was added to Object and Variant (and optionally Script).

This mode ensures only const functions can be called, making it safe to use from the editor.

Co-Authored-By: reduz <reduzio@gmail.com>
2022-06-27 13:33:06 -07:00
fbc3777467 Merge pull request #62185 from reduz/export-node-pointer-path
Add ability to export Node pointers as NodePaths
2022-06-27 11:14:36 +02:00
b7c41f9ba1 Add ability to export Node pointers as NodePaths
This PR implements:
* A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string.
* The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path.
* When scene is saved, the node path is saved, then restored as a pointer.

NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid.

Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language.
Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path).
Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).
2022-06-25 15:50:15 +02:00
6c1ac9f3be Rename export_range's noslider option to no_slider 2022-06-24 10:45:34 +02:00