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Author SHA1 Message Date
Lukas Tenbrink ac85d24e64 Add `GDType` and `Object::_gdtype_ptr` for first-class `Object` typing.
The type is currently bare-bones, but will be expanded in future PRs.
2025-10-01 18:49:48 +02:00
Thaddeus Crews a20ca7bbfe
Merge pull request #110459 from YeldhamDev/let_the_poor_ints_slide
Allow to use sliders for integers in `EditorSpinSlider`
2025-09-22 13:28:52 -05:00
Michael Alexsander f16ff829f0
Allow to use sliders for integers in `EditorSpinSlider` 2025-09-22 11:23:15 -03:00
Lukas Tenbrink 96619d46a1 Use `AncestralClass` to speed up Object::cast_to when possible. 2025-09-22 13:21:51 +02:00
Thaddeus Crews 149a4b4ca1
Merge pull request #107868 from lawnjelly/quick_ancestry4
Provide quick access to `Object` ancestry
2025-09-20 13:41:39 -05:00
Thaddeus Crews 555e7ad073
Core: Handle disabled class detection in ClassDB 2025-08-26 09:31:14 -05:00
lawnjelly 14a814586a Provide quick access to `Object` ancestry 2025-06-23 07:11:11 +01:00
Haoyu Qiu a7ab249a2a Make `PROPERTY_HINT_GROUP_ENABLE` hide properties by default 2025-06-16 20:03:49 +08:00
Rémi Verschelde 22702244f8
Merge pull request #105414 from KoBeWi/disable_uid_here
Add `@export_file_path` to export raw paths (no UID)
2025-06-13 01:30:24 +02:00
Michael Alexsander 454e4f817c
Make build profile project detection also set build options 2025-06-03 11:11:33 -03:00
Rindbee 5e2396e001
Add a flag to make the connection automatically emit the source object.
Mainly used to improve the connection dialog.

Not implemented in `emit_signalp()`, append the source object when a PackScene is instantiated.
2025-05-27 20:19:03 +08:00
Thaddeus Crews 06301bee3e
Merge pull request #106775 from Ivorforce/gdsoftclass-expand
Move compatible functionality from `GDCLASS` to `GDSOFTCLASS`.
2025-05-26 11:24:26 -05:00
Lukas Tenbrink 621a8d14fa Move compatible functionality from `GDCLASS` to `GDSOFTCLASS`. 2025-05-26 17:41:15 +02:00
kobewi 42249bb659 Add @export_file_path to export raw paths (no UID) 2025-05-22 13:25:17 +02:00
Logan Detrick 1a427d3dec Add feature hint string and "On" text for checkable groups 2025-05-21 14:56:55 -07:00
Thaddeus Crews d237e31a89
Style: Remove redundant `DEBUG_METHODS_ENABLED`
• Replaced with functionally identical and far more ubiquitous `DEBUG_ENABLED`
2025-05-15 13:09:41 -05:00
Thaddeus Crews 1c4b660312
Merge pull request #96611 from Dynamic-Pistol/master
Add `PROPERTY_HINT_INPUT_NAME` for use with `@export_custom` to allow using input actions
2025-05-13 16:22:25 -05:00
Lukas Tenbrink e57427900f Use `BinaryMutex` instead of `Mutex` for `StringName`. 2025-04-28 17:13:26 +02:00
Dynamic-Pistol c8fed1e1d0 Add PROPERTY_HINT_INPUT_NAME
Added PROPERTY_HINT_INPUT_NAME for StringName based off https://github.com/godotengine/godot-proposals/discussions/7559
2025-04-23 22:23:44 +02:00
Lukas Tenbrink 91fe434a86 Always use `String` as `StringName` backing internally. 2025-04-23 14:57:03 +02:00
Thaddeus Crews 0cc292f880
Merge pull request #105272 from lodetrick/add_section_toggle
Add enable checkboxes to editor sections
2025-04-21 08:24:20 -05:00
Juan 2f39d8ebef Add thread safety to Object signals
* It turns out the majority of this work was done already by AThousandShips as part of #89451. This allows to do lock-less emitting of signals.
* This means, that only the signal map needs to be protected, making the task simple and without risk of deadlocks, or affecting performance.
* Objects can choose to not protect signals for performance (as example Node uses thread guards for protection, so these signals are not thread safe).
2025-04-16 17:14:44 +02:00
cier ebe9370724 Add enable checkboxes to editor sections
Fixes https://github.com/godotengine/godot-proposals/issues/4173
2025-04-15 13:49:41 -07:00
Lukas Tenbrink fbe64ffb45 Change `get_class_static` to return `StringName`.
Use that static `get_class_static` for `_get_class_namev` to avoid duplication.
2025-04-08 23:25:05 +02:00
Thaddeus Crews 36991aba34
Merge pull request #104264 from YYF233333/layout/gdvirtual
Optimize gdvirtual function layout
2025-04-08 12:32:51 -05:00
Thaddeus Crews 5dc7d56b92
Merge pull request #105099 from Ivorforce/object-classname-cache
Fix caching of objects' class name pointer in `Object` instances.
2025-04-08 12:32:40 -05:00
Lukas Tenbrink e7f087b91a Fix caching of objects' class name pointer in `Object` instances.
Use `get_class_name` for `get_class` calls. Merge `get_parent_class_static` into `get_class_static`.
2025-04-07 21:05:21 +02:00
Thaddeus Crews 5edb235018
CI: Bump various pre-commit hooks 2025-04-07 08:23:35 -05:00
Thaddeus Crews 046c9f540c
Merge pull request #105030 from Ivorforce/class-is-enabled-object
Move `GD_IS_CLASS_ENABLED` and respective include from `class_db.h` to `object.h`, as this is where it's needed.
2025-04-04 17:40:58 -05:00
Lukas Tenbrink aa5ca4f1a2 Move `GD_IS_CLASS_ENABLED` and respective include from `class_db.h` to `object.h`, as this is where it's needed. 2025-04-04 23:45:35 +02:00
Thaddeus Crews 78922d756a
Core: Decouple `GDCLASS` from ClassDB 2025-04-04 16:21:30 -05:00
Yufeng Ying 057858a0fb Optimize gdvirtual layout.
Co-authored-by: David Snopek <dsnopek@gmail.com>
2025-04-04 22:54:42 +08:00
Lukas Tenbrink e6d166344b Remove unused `get_inheritance_list_static` from `GDCLASS`. 2025-04-03 17:18:28 +02:00
Lukas Tenbrink be82731f99 Removed unused `get_valid_parents_static` functions from `GDCLASS`. 2025-04-02 13:50:47 +02:00
Thaddeus Crews 1f1b1c56e7
Merge pull request #104381 from Ivorforce/object-notification-nobool
Optimize `Object::notification` by avoiding runtime branches
2025-04-01 19:53:37 -05:00
Lukas Tenbrink 8a76e31547 Remove bool from `Object::notification` virtual function; replace with separate functions to avoid branching. 2025-04-01 15:26:32 +02:00
Thaddeus Crews abd565eb19
Merge pull request #104844 from Ivorforce/gdsoftclass
Add and require `GDSOFTCLASS` for `Object` subclasses that want to cast but do not use `GDCLASS`.
2025-03-31 19:02:03 -05:00
Lukas Tenbrink fa0a3c9c6e Add and require `GDSOFTCLASS` for `Object` subclasses that want to cast but do not use `GDCLASS`. 2025-03-31 20:49:50 +02:00
Thaddeus Crews 8f6bb119f4
Merge pull request #100602 from KoBeWi/over_100_changes_in_50_random_files_aka_the_best_kind_of_PR
Add templated version of `ObjectDB::get_instance()`
2025-03-31 12:03:47 -05:00
kobewi bc9d0c7835 Add templated version of ObjectDB::get_instance() 2025-03-27 15:43:23 +01:00
Lukas Tenbrink dd9dc75a83 Optimize `Object::cast_to` by assuming no virtual and multiple inheritance, gaining 8x throughput over `dynamic_cast`.
Add `-Wvirtual-inheritance` to compiler warnings as a sanity check.
2025-03-27 15:39:53 +01:00
A Thousand Ships d9721954e6
[Core] Use `Vector` for `MethodInfo::arguments` 2025-03-10 13:57:53 +01:00
Thaddeus Crews 324512e11c
Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00
kobewi c6c1a49bea Don't edit objects when loading folding 2025-03-06 15:04:00 +01:00
David Snopek 39f16e70f8 GDExtension: Add compatibility system for virtual methods 2025-01-10 16:00:05 -06:00
Thaddeus Crews e06d83860d
Style: Enforce `AllowShortFunctionsOnASingleLine` 2025-01-02 10:09:41 -06:00
Hugo Locurcio 7a04d85ec3
Only allow valid types in Decal, Light3D projector, PointLight2D texture and CSGMesh3D mesh
If an invalid type is supplied (which can still be done from a script),
a warning is printed (along with a workaround for ViewportTexture).

This also adds support for "negative" resource hints such as
"Texture2D,-ViewportTexture" to exclude one or more subclasses
from a class hint.

Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2024-12-17 20:41:12 +01:00
Rémi Verschelde 08508d2e01
Merge pull request #99700 from hpvb/scene_tree_editor_performance
Improve Scene Tree editor performance
2024-12-16 17:16:00 +01:00
HP van Braam 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
Rémi Verschelde 2153a60425
Revert "Avoid duplicating signals from scene instances into packed scenes"
This partially reverts commit 8a42e3d3ef.

Comment improvements and the test case were kept, with one part commented out.
2024-12-10 10:42:58 +01:00