Commit Graph

24 Commits

Author SHA1 Message Date
0b30ecc758 Don't mark cached previously pinned AnimationMixers
AnimationPlayerEditor will hold on to pointers to no-longer existing
Nodes that were previously pinned. Make sure to not mark them as dirty
if they are not already inside the cache.

This fixes #102108
2025-02-13 19:57:26 +01:00
38ff1500c7 Add toggle to hide filtered out parents in the "SceneTree" dock 2024-12-24 13:43:01 -03:00
e1429cd7d3 Add a warning for when the scene root node is transformed 2024-12-17 23:47:15 -08:00
6f7525c396 Improve Scene Tree editor performance
We now cache the Node*<>TreeItem* mapping in the SceneTreeEditor. This
allows us to make targeted updates to the Tree used to display the scene
tree in the editor.

Previously on almost all changes to the scene tree the editor would
rebuild the entire widget, causing a large number of deallocations an
allocations. We now carefully manipulate the Tree widget in-situ saving
a large number of these allocations.

In order to know what Nodes need to be updated we add a
editor_state_changed signal to Node, this is a TOOLS_ENABLED,
editor-only signal fired when changes to Node happen that are relevant
to editor state.

We also now make sure that when nodes are moved/renamed we don't check
expensive properties that cannot contain NodePaths. This saves a lot of
time when SceneTreeDock renames a node in a scene with a lot of
MeshInstances. This makes renaming nodes go from ~27 seconds to ~2
seconds on large scenes.

SceneTreeEditor instances will now also not do all of the potentially
expensive update work if they are invisible. This behavior is turned off
by default so it won't affect existing users. This change allows the
editor to only update SceneTreeEditors that actually in view. In
practice this means that for most changes instead of updating 6
SceneTreeEditors we only update 1 instantly, and the others only when
they become visible.

There is definitely more that could be done, but this is already a
massive improvement. In complex scenes we see an improvement of 10x,
things that used to take ~30 seconds now only take 2.

This fixes #83460

I want to thank KoBeWi, TokisanGames, a-johnston, aniel080400 for
their tireless testing. And AeioMuch for their testing and providing a
fix for the hover issue.
2024-12-12 22:47:05 +01:00
d5176757c0 Add type filters to AnimationPlayer's "Add Track"
Co-Authored-By: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-Authored-By: Tomek <kobewi4e@gmail.com>
2024-11-09 10:14:06 -05:00
4d35402c1c Merge pull request #96400 from Maran23/inputmap-usage-for-filter-and-corresponding-refactor
Use InputMap actions consistently across all LineEdit's that filter an underlying Tree or ItemList.
2024-09-16 13:34:38 +02:00
89c009b105 Add ConfirmationDialog when clicking on % button in SceneTree 2024-09-04 12:08:32 +02:00
74f64aaf98 Use InputMap actions consistently across all LineEdit's that filter an underlying Tree or ItemList.
- Instead of checking for Key::UP, Key::DOWN, Key::PAGEUP, Key::PAGEDOWN etc., we rather check for the action like 'ui_up' or 'ui_down'.
- Also use AcceptDialog's 'register_text_enter' functionality to consistently close a dialog when ENTER is pressed while the LineEdit has focus (instead of redirecting ENTER keys to e.g. the underlying Tree).
- Unify the LineEdit filter behavior for the SceneTreeDialog and corresponding usages
- Improve OK Button disablement (something should be selected)
2024-08-31 21:10:27 +02:00
829bedcadb Fix reparent when hovering after delay 2024-05-31 14:27:41 +02:00
0ba1adfaf9 Inspect hovered node while dragging 2024-04-10 17:15:13 +02:00
6b8daa498e SceneTreeEditor: Fix crash when TreeItem is removed before callback
Fixes #90235.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2024-04-05 16:53:33 +02:00
9cd30208d6 Improve SceneTreeEditor usability
- Mark contextually relevant node
- Remember/Clear selection as appropriate
- Scroll to marked/selected node
2024-03-31 21:35:10 +02:00
ffadba0b08 Allow to easily rename multiple nodes
Co-authored-by: ajreckof <tbonhoure@ymail.Com>
2024-03-03 13:16:21 +01:00
1638c1b28f Add const lvalue ref to editor/* container parameters 2024-02-26 15:28:15 -03:00
73c5deff76 Merge pull request #82916 from jsjtxietian/update-scene-tree-tooltip-after-editor-description-chnage
Support updating tooltip immediately after editor description change
2024-01-03 15:41:31 +01:00
4680ced5fa support updating tooltip after editor description change 2023-11-15 14:27:49 +08:00
3f00d713b8 Allow dragging editable children
But not allow dropping inside the scene tree editor.
2023-11-01 23:54:38 +08:00
b351cffddf Fix theme access and improve UX in AnimationTree editor 2023-09-23 21:47:27 +02:00
b88007b6c5 Properly remember custom text color in scene tree 2023-08-28 02:37:47 +02:00
bf4cbd4129 Show only compatible nodes in 'Select a node' window
Fixes https://github.com/godotengine/godot-proposals/issues/7217
2023-08-18 18:52:00 +02:00
05ab444357 Show valid types in SceneTreeDialog 2023-08-04 13:50:27 +02:00
5c15083d40 properly update nodepath with batch rename 2023-06-14 15:12:46 +02:00
49d7041d34 Decouple EditorInterface from EditorPlugin
- Simplify some includes in the process.
- Also exposes EditorInterface.movie_maker_enabled as a property.
2023-04-17 21:59:09 +02:00
4154039832 Improve includes of EditorNode (and everything else)
Also start organizing editor-specific GUI components
into a dedicated folder, `editor/gui`.
Also move `editor_file_server` next to the rest of debugger classes.
2023-04-07 18:59:49 +02:00