Commit Graph

36 Commits

Author SHA1 Message Date
98bdb56815 Further separate icon from text of buttons in both editor and default themes 2023-08-07 13:22:39 -03:00
2883a40aa1 Fix spacing between icon and "Output" button 2023-07-26 15:22:44 -03:00
8cfbc6bda2 Revert "Remember only permanent bottom tabs"
This reverts commit 5dde57e958.
2023-06-23 15:23:36 +02:00
5dde57e958 Remember only permanent bottom tabs 2023-06-23 10:53:39 +02:00
a6ac305f96 Rework Navigation Avoidance
Rework Navigation Avoidance.
2023-05-10 05:01:58 +02:00
273a6eeb66 Redo how the remote filesystem works
Instead of reading files over the network, the new version uses a local file cache and only updates files when it changes.

The original remote filesystem was created 14 years ago, when ethernet was faster than hard drives or even flash. Also, mobile devices have a very small amount of storage.
Nowadays, this is no longer the case so the approach is changed to using a persistent cache in the target device.

Co-authored-by: m4gr3d
2023-05-08 11:57:54 +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
a40ccc2d7e Improve some editor strings for localization 2023-02-09 19:32:02 +08:00
d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
aa80cfac97 [Editor] Add button to keep the debug server open.
The setting is stored in the project editor metadata, and the server is
automatically started/stopped when the option change (only stopped if no
session is currently active).

The CLI option `--debug-server` now also forces the server to stay open
(without saving the state, unlike the menu option).

This commit also removes the "Keep debugger open" option in the script
editor "debug" menu. That option was really confusing, it used to hide
the bottom panel if and only if the debugger pane was selected, so if
you had your output log open instead (default when pressing play) it
would effectively do nothing. Having an option to save a click in such
a very specific case seems very overkill.
2022-11-25 11:02:55 +01:00
eba8be6e45 Fix typo - "collison" -> "collision" 2022-09-29 13:56:26 -08:00
8c56a7416b Implement MenuBar control to wrap PopupMenus or native menu, use native menu for editor. 2022-08-18 22:25:44 +03:00
9f55bd971e Extract EditorResourceConversionPlugin into its own source files and clean up editor includes 2022-07-31 21:14:15 +03:00
e12e239ab4 Add Path2D/3D debug options
Add Path2D/3D debug options.
2022-06-20 17:32:05 +02:00
3073b85de9 Rename theme properties to include underscores
- check_vadjust -> check_v_adjust
- close_h_ofs -> close_h_offset
- close_v_ofs -> close_v_offset
- commentfocus -> comment_focus
- hseparation -> h_separation
- ofs -> offset
- selectedframe -> selected_frame
- state_machine_selectedframe -> state_machine_selected_frame
- table_hseparation -> table_h_separation
- table_vseparation -> table_v_separation
- vseparation -> v_separation
2022-04-23 11:16:18 -05:00
42078dec9f Allow negative indexes in ItemList and PopupMenu 2022-03-12 01:14:03 +01:00
8824b6c5e9 Update if == NOTIFICATION_* to switch statements to match coding style 2022-02-16 08:44:37 -05:00
11572c6e30 Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00
05b56f316d Remove most EditorNode constructor parameters and fields 2022-02-14 14:16:24 +01:00
fc076ece3d Revert "Add missing SNAME macro optimization to all theme methods call"
This reverts commit a988fad9a0.

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
a988fad9a0 Add missing SNAME macro optimization to all theme methods call 2022-02-06 23:06:11 +01:00
fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
3c0fdcc8ac Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
bb681ef9f2 Improve appearance of the editor Debugger bottom panel menu
- Make the Debugger bottom panel menu more prominent when
  there are errors or warnings by adjusting the text color.
- Add some spacing to the right of the error/warning icon
  for better visual appearance.
2021-10-27 16:56:15 +02:00
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
a46802f07c Improve editor tooltips related to debugging
Some option names have also been made longer as we can afford using
more space to display them.
2020-08-03 14:20:08 +02:00
72501ae104 Preserving "Sync Scene Changes' and "Sync Script Changes" with Project Settings
Fixes: #38739
2020-06-03 12:28:00 +02:00
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
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
d79e28c302 Support multiple debug protocols. 2020-05-12 15:09:13 +02:00
e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
95c4ba80c5 Fix "deploy with remote debug" editor option.
The line to update the option was missing (rendering it useless).
Of course the only one I didn't know how to test was broken.
2020-03-10 04:06:19 +01:00
bfc1b76803 Allow running/debugging up to 4 instances. 2020-03-09 09:43:54 +01:00
4d623b70d7 Move Debug menu logic to DebuggerEditorPlugin 2020-03-08 22:57:48 +01:00
cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00