feat: updated engine
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6607 changed files with 910135 additions and 430025 deletions
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorPlugin" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="EditorPlugin" inherits="Node" api_type="editor" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Used by the editor to extend its functionality.
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</brief_description>
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<return type="Texture2D" />
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<description>
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Override this method in your plugin to return a [Texture2D] in order to give it an icon.
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For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", "Game", and "AssetLib" buttons.
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For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", "Game", and "Asset Store" buttons.
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Ideally, the plugin icon should be white with a transparent background and 16×16 pixels in size.
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[codeblocks]
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[gdscript]
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<return type="String" />
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<description>
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Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor.
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For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", "Game", and "AssetLib" buttons.
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For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", "Game", and "Asset Store" buttons.
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</description>
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</method>
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<method name="_get_state" qualifiers="virtual const">
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@ -329,7 +329,7 @@
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<method name="_has_main_screen" qualifiers="virtual const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b], [b]Game[/b], and [b]AssetLib[/b]).
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Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b], [b]Game[/b], and [b]Asset Store[/b]).
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When the plugin's workspace is selected, other main screen plugins will be hidden, but your plugin will not appear automatically. It needs to be added as a child of [method EditorInterface.get_editor_main_screen] and made visible inside [method _make_visible].
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Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the plugin button's appearance.
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[codeblock]
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<description>
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Adds a control to the bottom panel (together with Output, Debug, Animation, etc.). Returns a reference to a button that is outside the scene tree. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [method Node.queue_free].
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[param shortcut] is a shortcut that, when activated, will toggle the bottom panel's visibility. The shortcut object is only set when this control is added to the bottom panel.
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[b]Note[/b] See the default editor bottom panel shortcuts in the Editor Settings for inspiration. By convention, they all use [kbd]Alt[/kbd] modifier.
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[b]Note:[/b] See the default editor bottom panel shortcuts in the Editor Settings for inspiration. By convention, they all use the [kbd]Alt[/kbd] modifier.
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</description>
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</method>
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<method name="add_control_to_container">
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<signal name="main_screen_changed">
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<param index="0" name="screen_name" type="String" />
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<description>
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Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]Game[/b], [b]AssetLib[/b]). Also works with custom screens defined by plugins.
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Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]Game[/b], [b]Asset Store[/b]). Also works with custom screens defined by plugins.
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</description>
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</signal>
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<signal name="project_settings_changed" deprecated="Use [signal ProjectSettings.settings_changed] instead.">
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