Commit Graph

70 Commits

Author SHA1 Message Date
302fa831cc Initial editor accessibility. 2025-04-08 20:25:48 +03:00
5d794f83ed Tweak a few miscellaneous localization strings 2025-03-20 13:12:44 +01:00
416ee5f01c Update export preset options overrides before doing "Remote Debug" 2025-01-16 17:04:05 -06:00
76d66d47dd Merge pull request #99428 from Calinou/editor-default-enable-remote-deploy-debug
Enable Deploy with Remote Debug by default in the editor
2024-12-19 20:00:02 -06:00
bf4e5cca3f Make editor's shortcut names translated on-site 2024-12-18 13:00:30 +08:00
658bd5a32b Enable Deploy with Remote Debug by default in the editor
This makes one-click deploy make use of remote debugging, so that
you can see output from the remote device, run the debugger and use
the monitor and performance/network profilers.
2024-11-19 16:12:22 +01:00
ee981a919d Add a keyboard shortcut to perform one-click deploy with devices in the list
Shortcuts for the first 4 devices in the list are available, but only
the first one is bound by default to Shift + F5 (Cmd + Shift + B on macOS).
2024-11-18 20:42:22 +01:00
562c666e3d Rename internal Button icon to button_icon to match exposed methods 2024-10-29 16:23:03 -07:00
07e986f728 Allow adding custom export platforms using scripts / GDExtension. 2024-08-28 10:29:01 +03:00
5b327aee96 Fix issue preventing enabling the remote button for Android
https://github.com/godotengine/godot/pull/92032 updated the logic to enable / disable the remote debug button, and in doing so added a `can_export` check.

However, no events / notifications are dispatched when the value of the `can_export` check changes, which in turn prevents the logic used to enable / disable the remote debug button from running again.

The fix consists then in removing the `can_export` check, so that the remote debug button shows as `enabled` when a preset is present and is runnable.
2024-07-16 00:25:16 -07:00
ca18a06ecb [Scene] Add SceneStringNames::confirmed 2024-06-19 09:40:54 +02:00
755a0efbb6 [Scene] Add SceneStringNames::id_pressed 2024-05-30 22:54:04 +02:00
04aaa86039 Disable remote debug button when there are no runnable presets 2024-05-17 00:15:13 +02:00
293c34a2d2 Display a warning if device CPU architecture is not active in the export preset. 2024-02-23 01:37:32 +01:00
5b5de0e167 Add hover highlight to main editor buttons
Updates styling of the editor run bar, plugin, bottom panel, icon buttons, and main menu buttons for accessibility.
2024-02-16 14:49:44 -05:00
95b27fe8c7 Reorganize code related to editor theming
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.

Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.

All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
2024-01-16 11:57:45 +01:00
6de34fde27 Add EditorStringNames singleton 2023-09-03 19:58:18 +02:00
7e21eb7e00 Extract and reorganize texture resource classes 2023-07-14 20:04:21 +02:00
8a74d8438f Extract editor run toolbar into its own component
- Simplify and update its logic.
- Simplify EditorScript.
- Improve EditorNode and other relevant includes.
- Fix scene-based path in the movie writer when
reloading a scene.
2023-04-19 17:12:28 +02:00
9b500ab53c Fix premature theme item access in editor tools 2023-04-03 18:01:11 +02:00
d97e5863cb Disable remote debug button if no remote debug preset found. 2023-01-18 09:59:51 +02:00
5406b001ca Move remote debug buttons to a single menu. 2023-01-14 22:25:35 +02:00
3dffe0b967 Merge pull request #63312 from bruvzg/one_click
[Export] Add one-click deploy over SSH for the desktop exports.
2023-01-13 18:00:18 +01:00
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
cebefc9f5d [Export] Add one-click deploy over SSH for the desktop exports.
Add one-click deploy over SSH for the desktop exports.
Add ZIP export option for Linux and Windows.
Change export plugin icons to SVG format.
2022-12-29 09:42:00 +02:00
eba8be6e45 Fix typo - "collison" -> "collision" 2022-09-29 13:56:26 -08:00
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
9f55bd971e Extract EditorResourceConversionPlugin into its own source files and clean up editor includes 2022-07-31 21:14:15 +03:00
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
e53ae13178 Split up editor export code into multiple files 2022-07-26 08:28:19 -05:00
d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
e00571b194 Add readable export errors. 2022-06-08 17:55:46 +03:00
918b09cabc Initialize bools in the headers in editor 2022-03-12 13:34:06 -06:00
42078dec9f Allow negative indexes in ItemList and PopupMenu 2022-03-12 01:14:03 +01:00
dcd2a92af3 Port existing _notification code to use switch statements (part 1/3) 2022-02-16 11:38:24 +01:00
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
292ed61c18 Implemented advanced features of DAP
Respect client "supportsVariableType" capability

Implement "breakpointLocations" request

Implement "restart" request

Implement "evaluate" request

Fix error messages not being shown, and improved wrong path message

Removed thread option and behavior

Implemented detailed inspection of complex variables

Fix "const"ness of functions

Added a configurable timeout for requests

Implement Godot custom data request/event

Implement syncing of breakpoints

Added support for debugging native platforms
2021-08-31 15:17:58 +01:00
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
fd30c36985 Rename Texture.get_data() to get_image() 2021-03-28 13:00:46 +01:00
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
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
778e982cff Show android device name when connected only one device 2020-10-12 21:47:00 +09:00
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
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
4d623b70d7 Move Debug menu logic to DebuggerEditorPlugin 2020-03-08 22:57:48 +01:00