1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00
Commit Graph

28 Commits

Author SHA1 Message Date
Thaddeus Crews
0994b19ba4 Merge pull request #111025 from xuhuisheng/dev/clear_inheritance
Fix Clear Inheritance issues
2025-10-29 13:13:53 -05:00
xuhuisheng
766b45bdd9 Fix Clear Inheritance error 2025-10-29 21:27:50 +08:00
Thaddeus Crews
ed4f4d275e Merge pull request #110904 from YeldhamDev/tree_drag_unfolding
Unfold tree items on hover while drag-n-dropping
2025-10-21 15:11:01 -05:00
Thaddeus Crews
464ddd4ea7 Merge pull request #109043 from GabCoolDude/resource-signal-viewer
View resource signals in the Connections Dock
2025-10-20 18:09:56 -05:00
GabCoolDude
cdcb2fc389 View resource signals in the Connections Dock 2025-10-20 23:24:32 +02:00
Thaddeus Crews
38af23a654 Merge pull request #89409 from aaronfranke/server-folders
Move server files into their subfolders
2025-10-03 12:01:00 -05:00
Mounir Tohami
2182dedcc6 Fix switching back to local SceneTree. 2025-10-02 11:46:47 +03:00
Aaron Franke
3d1c9fd5de Move server files into their subfolders 2025-09-30 19:39:39 -07:00
kobewi
97b398cba1 Rework editor docks 2025-09-29 17:30:41 +02:00
Michael Alexsander
26745b4b87 Unfold tree items on hover while drag-n-dropping
Co-authored-by: suddjian
2025-09-26 14:38:45 -03:00
A Thousand Ships
bd65cfa876 Revert "Replace many uses of is_class with derives_from."
This reverts commit 78b743cf4a.
2025-09-25 13:48:53 +02:00
Thaddeus Crews
78b743cf4a Merge pull request #110832 from Ivorforce/is-class-to-derives-from
Replace many uses of `is_class` with `derives_from`.
2025-09-24 09:59:09 -05:00
Thaddeus Crews
f987cf8a8a Merge pull request #110231 from fstxz/fix_shader_path
Fix invalid suggested file name when saving resource from a scene that hasn't been saved yet
2025-09-24 09:59:06 -05:00
Lukas Tenbrink
8ef4a43ada Replace many uses of is_class with derives_from. 2025-09-23 19:59:00 +02:00
Thaddeus Crews
685c7e92e5 Merge pull request #100437 from KoBeWi/ruaninstancequestionmark
Add `is_instance()` helper method to Node
2025-09-23 12:08:48 -05:00
Thaddeus Crews
709226ad1c Merge pull request #109515 from precup/speedy-selections
Speed up large selections in the editor
2025-09-22 21:00:54 -05:00
Michael Alexsander
aeb3a45c97 Hide Control focus when given via mouse input 2025-09-19 13:43:29 -03:00
Artemy Fedotov
7b850260bf Fix invalid suggested file name when saving resource from a scene that hasn't been saved yet 2025-09-04 09:49:09 +04:00
Mike Precup
1c8e3f9037 Speed up large selections in the editor 2025-08-31 14:25:44 -07:00
kobewi
27fb2181cd Track last selection using ObjectID 2025-08-20 14:49:50 +02:00
Thaddeus Crews
2bfc3212ad Merge pull request #108883 from aaronfranke/editor-crash-scene-tree-dock
Fix crash in SceneTreeDock when closing a scene with a selected node
2025-07-23 13:27:08 -05:00
Thaddeus Crews
57719ca9e2 Merge pull request #108708 from Rindbee/fix-wrong-node-path-when-Reparent-to-New-Node
Fix the absolute `NodePath` was calculated incorrectly when "Reparent to New Node"
2025-07-23 13:27:00 -05:00
Aaron Franke
d492b665c3 Fix crash in SceneTreeDock when closing a scene with a selected node 2025-07-22 14:40:26 -07:00
风青山
2f5af689fd Fix the absolute NodePath was calculated incorrectly when "Reparent to New Node"
Since the new parent node has not yet been added to the tree, the
`new_base_path` needs to be calculated using the `base_path`.
2025-07-18 10:26:50 +08:00
Wilson Kazuo Mizutani
b400633dc2 Show detach script button when added via inspector
Fixes #107059.

The SceneTreeDock was not tracking script changes in selected nodes in any capacity as far as I could assess. To do
that, my solution essentially connects the "script_changed" signal from selected nodes to
"SceneTreeDock::_update_script_button()" whenever the selection changes. It actually queues the update to make sure it
happens only once no matter how many nodes are selected.

However, only connecting that signal would leave previously selected nodes with a signal connection that should no
longer exist. To properly disconnect previously selected nodes, we have to store the list of currently selected nodes so
we can disconnect them when the selection changes.

The commit also includes some improvements to the SceneTreeDock class:

1. Remove unnecessary initialization in SceneTreeDock

This field is already initialized in the line that declares it. As such, initializing it on the constructor as well as
is redundant.

2. Queue script button updates in scene tree dock

Since we now have the option to defer the script button update and make sure it only runs once per frame, it's always
best to use the queued version of the update from a performance perspective. I'm not entirely sure if there could be any
unexpected side effects but it is a minor self-contained UI update, so it's likely a relatively safe change.

The replacement includes the bindings since it is a requirement for the other replacements in the class to work
(UndoRedo needs their method names registered in the class DB). It should be OK to remove the old non-queued bindings
too even though they are accessible in the public API because it is a "unofficial" method starting with an underscore.
2025-07-17 13:09:50 -03:00
AeioMuch
5a38042b2d Scroll scene tree when moving item with keys 2025-07-10 21:52:50 +02:00
kobewi
11adf408ab Add is_instance() helper method to Node 2025-07-08 20:42:52 +02:00
A Thousand Ships
f11aff3841 Editor: Restructure editor code
Moving various editor files into sub folders to reduce clutter
2025-07-04 18:18:22 +02:00