Commit Graph

192 Commits

Author SHA1 Message Date
Rémi Verschelde b61b30e6ff
Merge pull request #50420 from KoBeWi/counter_headers
Add header theme type variations to labels
2021-07-13 17:57:03 +02:00
kobewi f4b361dd15 Add header theme type variations to labels 2021-07-13 15:42:09 +02:00
Hugo Locurcio a3fbd68781
Fix casing of the "to" stop word in editor strings
This also fixes a C# documentation example that had one of its
strings incorrectly converted.
2021-07-13 15:29:06 +02:00
Rémi Verschelde 3c0c202bf6
Merge pull request #49725 from EricEzaM/multi-node-picking-fixes
Fixes for multi-node editing interactions.
2021-07-12 19:23:13 +02:00
Rémi Verschelde 69f1048ef5
Merge pull request #50233 from Calinou/editor-add-both-environment-and-sun
Add both preview sun and sky at the same time when holding Shift
2021-07-12 15:37:11 +02:00
Hugo Locurcio 8844bb7855
Add the preview sun and sky to the beginning of the scene tree
This generally looks better when adding more nodes to the scene
in the future.
2021-07-12 12:08:58 +02:00
Hugo Locurcio ddb3020758
Add both preview sun and sky at the same time when holding Shift
This makes setting up scenes for prototyping faster.

A tooltip was added to let people know about this feature.
2021-07-07 13:50:19 +02:00
Rémi Verschelde 7428c07624
Merge pull request #50236 from Calinou/editor-preview-sun-sky-add-root-node
Add a root Node3D automatically if absent when adding preview sun and sky
2021-07-07 12:44:08 +02:00
Hugo Locurcio 99909cb4f7
Add a root Node3D automatically if absent when adding preview sun and sky
This makes for a smoother prototyping process compared to displaying
an error message.
2021-07-07 01:59:46 +02:00
Hugo Locurcio c72efd20b8
Use the Unicode multiplication symbol for the viewport size display 2021-07-06 21:52:59 +02:00
Rémi Verschelde 3fbfb24773
Merge pull request #50070 from timothyqiu/emu-numpad
Add numpad emulation in 3D viewport
2021-07-05 14:18:36 +02:00
Rémi Verschelde d3c9726835
Merge pull request #50046 from Calinou/editor-camera-preview-allow-view-menu
Allow using the 3D editor's View menu while previewing a camera
2021-07-05 14:14:53 +02:00
reduz 6c55d2aad2 Fix Render Info
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
2021-07-03 10:15:04 -03:00
Haoyu Qiu 4a26e61e89 Add numpad emulation in 3D viewport 2021-07-02 15:41:44 +08:00
Rémi Verschelde ad8a2b3d52
Merge pull request #50040 from reduz/fix-renderingserver-bindings
Clean up RenderingServer and its bindings
2021-07-01 15:17:33 +02:00
reduz 37776b2867 Clean up RenderingServer and its bindings
* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
2021-07-01 09:07:36 -03:00
Hugo Locurcio fab3d136e0
Allow using the 3D editor's View menu while previewing a camera
This is already allowed when using cinematic preview, but not
when previewing a Camera3D the usual way.

Many operations from the View menu still work while previewing
a camera, such as switching between debug draw modes and toggling
information panes.
2021-07-01 12:43:53 +02:00
Hugo Locurcio b7bb84bf46
Add keyboard shortcuts for grouping and locking nodes, change grid toggle
- Locking nodes can now be done by pressing Ctrl + L, and unlocking with
  Ctrl + Shift + L.
- Grouping nodes is now done by pressing Ctrl + G, and ungrouping with
  Ctrl + Shift + G (similar to Inkscape).
- Toggling the grid is now done by pressing the `#` key
  (also similar to Inkscape). This change was needed as Ctrl + G
  now groups selected nodes.

Different shortcuts are used for the lock/unlock and group/ungroup
actions, so that the shortcuts are idempotent.
2021-06-30 23:09:26 +02:00
reduz 75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
Rémi Verschelde 8fb7a9f023
Merge pull request #49719 from LightningAA/rename-node-is-ancestor-of
Rename `is_a_parent_of()` to `is_ancestor_of()`
2021-06-29 12:07:25 +02:00
Hugo Locurcio 2cc053c64b
Use Ctrl + G to toggle the 3D editor grid visibility by default
The 2D editor grid toggle shortcut has been changed to use
`KEY_MASK_CMD` for consistency. This means it will now use Cmd
on macOS instead of Ctrl.
2021-06-24 20:01:47 +02:00
Lightning_A 899e5f8685 Rename `is_a_parent_of()` to `is_ancestor_of()` 2021-06-21 08:39:28 -06:00
Aaron Franke 0ce49800ac
Use mouse and joypad enums instead of plain integers
Also MIDIMessage
2021-06-20 11:54:24 -04:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Eric M 83cb48e69e Fixes for multi-node editing interactions.
1. When having 2 nodes selected, deselecting one in the ScemeTreeDock would keep the inspector in MultiNodeEdit rather than editing the one remaining node directly. This is now fixed. Closes #49451
2. In the Node3D editor, Shift-Selecting a region (drag selecting) would *deselect* nodes which were already selected, and select ones which were not, essentially inverting the selection. This is now fixed - shift-drag-selecting will only add nodes to the selection. To deselect, individual nodes can be clicked on. I am not sure if there is an issue open for this - it was a bug I found while testing other changes.
3. Other minor code cleanup.
2021-06-19 13:07:42 +10:00
Aaron Franke 6565191660
Allow setting the preview sun angle with numbers 2021-06-17 23:28:02 -04:00
reduz ab2456b740 Rename VisibilityNotifierXD to VisibleOnScreenNotifierXD
* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
2021-06-16 22:01:39 -03:00
Rémi Verschelde 272a16d8ce
Merge pull request #49667 from Riteo/remove-grid-map-lock-view
Remove GridMap's "Lock View" option and a related method.
2021-06-17 01:03:17 +02:00
Riteo Siuga 7cb3476a1c
Remove GridMap's "Lock View" option and a related method.
Apparently this feature utilized a completely commented out 7+ years old
method, effectively doing nothing. Since it was designed with a completely
different editor design in mind it is pretty much incompatible and as such
it's best to remove it for now.
2021-06-16 04:14:37 +02:00
Rémi Verschelde acdcd37ad2
Merge pull request #49003 from Calinou/editor-freelook-fix-redrawing-when-not-moving
Fix editor constantly redrawing when freelook is active with still camera
2021-06-15 16:27:08 +02:00
Rémi Verschelde 9f8d892e4e
Merge pull request #49310 from foxydevloper/add-drag-threshold-select-mode
Prevent accidental drags by adding drag distance threshold
2021-06-15 15:34:28 +02:00
Rémi Verschelde 6d98f84abb
Merge pull request #48746 from KoBeWi/bane_of_all_virtual_compatibility
Consistently prefix bound virtual methods with _
2021-06-12 23:00:40 +02:00
Hugo Locurcio d1c5dd5b68
Fix game camera override tooltips being swapped
Previously, the wrong tooltip was shown.

This also tweaks the tooltips' texts to be clearer and remove
references to "game" (since Godot is used for more than just games).
2021-06-12 19:39:34 +02:00
kobewi 7ff135b015 Consistently prefix bound virtual methods with _ 2021-06-12 00:55:52 +02:00
reduz 32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
fox 00a4ee5cf3 Add threshold to dragging nodes with select to prevent accidental drags 2021-06-04 11:39:46 -04:00
Marcel Admiraal a6e44bd16c Rename Node3D's property translation to position 2021-06-04 09:54:52 +01:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Hugo Locurcio 21807f8d88
Fix editor constantly redrawing when freelook is active with still camera
The editor only needs to redraw when the camera is moving.

This helps preserver battery life on laptops when using freelook,
especially with the toggle mode (Shift + F).
2021-05-23 19:50:53 +02:00
jfons e70e33ddcf Fix swapped front/rear directions in viewport rotation control. 2021-05-20 16:28:38 +02:00
Lightning_A 97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Hugo Locurcio 60b70c77e0
Improve the editor theme
The editor theme now makes use of rounded corners and less borders
to follow modern visual trends.

The default theme's colors were also tweaked to make the blue hue
more subtle (similar to the Arc theme, which was removed as a
consequence). The Alien theme was replaced by a Breeze Dark theme,
which should blend in well with the KDE theme.
2021-04-27 22:38:26 +02:00
jfons 4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
Rémi Verschelde 2e87857d75
Merge pull request #47629 from Calinou/editor-allow-center-selection-without-selection
Allow Center Selection to work without any selection in 2D/3D editors
2021-04-16 12:47:47 +02:00
Haoyu Qiu c8a40c8005 Fix 3D selection box size for Node3D 2021-04-11 15:15:52 +08:00
Aaron Franke b8f66d58b6
Show a message when trying to zoom farther than the limit 2021-04-09 11:21:09 -04:00
Rémi Verschelde 8ca8868ef9
Merge pull request #47733 from Calinou/editor-tweak-frame-time-display
Tweak frame time display in the editor
2021-04-09 15:37:02 +02:00
Hugo Locurcio 88518d28ba
Tweak frame time display in the editor
- Pad decimal values to avoid layout shifts when the frame time
  changes.
- Cap values to 0.01 milliseconds to avoid division by zero
  in the FPS counter.
2021-04-09 14:58:24 +02:00
Haoyu Qiu 879a290ed9 Fixes Node3D rotation in select mode on macOS 2021-04-09 12:31:26 +08:00
Rémi Verschelde 77dc4c3cb6
Merge pull request #47636 from qarmin/input
Fix crashes in *_input functions
2021-04-05 11:54:08 +02:00