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13 Commits

Author SHA1 Message Date
Thaddeus Crews ab01179d6c
Merge pull request #106849 from KoBeWi/soft_coding
Don't hard-code hsplit count
2025-09-20 13:41:28 -05:00
kobewi 2fd881c40f Don't hard-code hsplit count 2025-09-19 16:05:26 +02:00
Colin O'Rourke c4559c02de VisualShader Conversion fails with Embeds
Potentially resolves https://github.com/godotengine/godot/issues/101375

VisualShader now has a has_node_embeds function that runs through it's child nodes to find embedded resources via object properties. Conversion plugin uses this function to catch the error.
2025-09-18 14:35:30 -07:00
Thaddeus Crews de572675e0
Merge pull request #109369 from ColinSORourke/MaterialConversionErrorFix
Material Conversion Error Handling
2025-09-16 09:48:59 -05:00
kobewi 27fb2181cd Track last selection using ObjectID 2025-08-20 14:49:50 +02:00
Colin O'Rourke 05fd79af7c Material Conversion Error Handling
Material Conversion Plugins now ERR_FAIL if called on an unitialized material.

FileSystemDock no longer crashes if Conversion Plugin fails and returns a null ref.
2025-08-06 14:03:11 -07:00
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
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