Commit Graph

31 Commits

Author SHA1 Message Date
bad a052ebaa99 Move "Create Debug Tangents" into an editor plugin
Instead of exporting the "create_debug_tangents" function via
METHOD_FLAG_EDITOR it gets executed by an editor plugin.

This moves it from the "Manage object properties" menu into a mesh menu. It also adds undo/redo functionality to the create debug tangents option.
2022-10-03 23:34:01 +02:00
Yuri Sizov 1459507ed2 Rename EditorInterface.get_editor_main_control to get_editor_main_screen 2022-09-07 03:01:58 +03:00
kobewi ece3df3938 Add per-scene UndoRedo 2022-08-22 18:05:10 +02:00
FireForge e4067064ce Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialog 2022-07-09 10:47:08 -05:00
reduz 141c375581 Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
SaracenOne ce99de32b8 Fix ownership of nodes created by the MeshInstance3DEditorPlugin
and Skeleton3DEditorPlugin when used on foreign nodes.
Make gizmos visible upon creation rather than having to select
them first.
Make UV2 unwrapping and PhysicalBone creation properly subject
to UndoRedo.
2022-05-11 22:03:07 +01:00
kobewi 004ced89aa Fix name of the created static trimesh body 2022-03-31 18:02:18 +02:00
kobewi 42078dec9f Allow negative indexes in ItemList and PopupMenu 2022-03-12 01:14:03 +01:00
trollodel 05b56f316d Remove most EditorNode constructor parameters and fields 2022-02-14 14:16:24 +01:00
Hendrik Brucker b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Ryan Roden-Corrent 353617b202
Fix typo in create_outline error message. 2021-12-12 07:29:46 -05:00
kobewi de4f29f458 Remove node_hrcr hack 2021-10-28 01:43:34 +02:00
AndreaCatania e3a06c3a9e Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.

It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-09-08 08:12:51 +02:00
Hugo Locurcio 8cdfd2e706
Improve MeshInstance3D UV preview in the editor
- Use background and line colors that match better with the
  rest of the editor.
- Use translucent lines to make overlapping lines visible.
- Tweak the error message to mention the UV layer in question
  when there is no UV for a defined layer.
2021-07-25 01:11:24 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
reduz 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
PouleyKetchoupp 1de995ae99 Options to clean/simplify convex hull generated from mesh
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)

In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
2021-07-07 12:14:12 -07:00
Rémi Verschelde 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
Rémi Verschelde 44357ddc28
Editor: Fix invalid use of Node::get_viewport() after rename of EditorNode::get_viewport()
Fixes #44761, was a regression from #44524.

The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport()
(which was a bug in itself, fixed by #44524), so once it was renamed the existing code
relying on it fell back to the now available Node::get_viewport().
This might bite some thirdparty modules too.
2020-12-28 19:51:39 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Marcel Admiraal 8509c8c8fc Rename AcceptDialog get_ok() to get_ok_button()
Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-14 18:43:52 +00:00
hoontee 3cbd626328 Fix "Create Trimesh Collision Sibling" transform 2020-09-13 17:42:52 -05:00
Rémi Verschelde 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
Rémi Verschelde 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
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde 0a2fa4d892 Fix more -Wmaybe-uninitialized warnings with target=release_debug
I have no idea why those don't get triggered in target=debug builds.

Fixes #37461.
2020-03-31 13:52:42 +02:00
Rémi Verschelde eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
Rémi Verschelde d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00