Many assets include links in the description.
This change enables selection for the links,
and other information such as version numbers,
to be copied/pasted.
(cherry picked from commit 814a4ee434)
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with non-blocking calls).
Add `open_console` argument to the `execute` to open a new console window (for both blocking and non-blocking calls).
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
* Adds proxy related methods for `HTTPClient` and `HTTPRequest`
* Adds `network/http_proxy/{host,port}` editor settings
* Makes AssetLib and Export Template Manager proxy aware
* Adds `indent(prefix)` to `String`
* Moves the loading of tool/doc translation into
`editor/editor_translation.{h,cpp}`
* Makes use of doc translation when generating XML class references, and
setup the translation locale based on `-l LOCALE` CLI parameter.
The XML class reference won't be translated if `-l LOCALE` parameter is
not given, or when it's `-l en`.
Since we bundle the whole files in the editor binary, they actual impact the
binary size needlessly.
Automate it via `make merge`.
(cherry picked from commit 6fb47a271f)
Exposes a method in `EditorInterface` to open scripts on a specified
line and column. This method handles if the internal or the external
editor should be used.
(cherry picked from commit 9535831866)
This makes it more obvious that the slider has a "filled" part
on the left, which improves visibility especially in wider inspectors
(such as the Project Settings and Editor Settings).
This commit was created by merging the commits presented in #39255 for
the GSoC 2020 VCS Improvement project
VCS: Make EditorVCSInterface store less amount of internal state
VCS: Add force push checkbox + more frequent VCS updates
Add force push checkbox in the Commit dock. Also add some missing
opportunities for checking the VCS state again on from UI inputs
VCS: Fix script contents not being updated on merge conflict
VCS: Add branch creation VCS interface calls
VCS: Add VCS remote creation and remote selection menus
VCS: Show more commit information + Fix truncated commit offsets
VCS: Make VCS less noisy + Fix diff view refreshes
VCS: Fix mismatched argument names in VCS helpers
VCS: Add SSH transport support for remote operations
Also, moves the editor's VCS settings registrations to
project_settings.cpp and editor_settings.cpp
VCS: Change TTR() to vformat() for branch and remote removal text
VCS: Add VCS branch icon instead of using Tree node icon
Co-authored-by: @ChronicallySerious
This makes it possible to change the branch of the documentation that
URLs are pointing to without having to modify all class reference
files.
In the XML class reference, the `$DOCS_URL` placeholder should be used,
and will be replaced automatically in the editor and when generating
the RST class reference.
The documentation branch string is set in `version.py`.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit 5341e6010e)
This prevents the viewport from going upside-down.
This was suggested at:
https://github.com/godotengine/godot/pull/51984#issuecomment-948614191:
> For 3.4, I think we can just clamp the angle value when using the
> camera orbiting shortcuts. We can investigate what to do with panning
> and freelook in 3.5 and 4.0.
(cherry picked from commit 3bd7c4f2a9)
When comparing different graphics settings or optimizations,
this makes precise measurements and frametime comparisons easier.
This also makes the editor FPS display use `pad_decimals()`
for consistency with the implementation in `master`.
Async. compilation via ubershader is currently available in the scene and particles shaders only.
Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
- 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.
This makes the Linear and Cubic icons in particular easier to
distinguish from each other.
The Cubic interpolation icon's curve was also changed to be
more distinguishable from the Linear icon's curve.
Fleshed out the "Optimize Mesh" options found in the mesh import UI
Gave a checkbox to every vertex attribute that can be compressed
Surfaced option to enable/disable Octahedral compression for
normal/tangent vectors
Also surfaces the vertex position compression option which previously
inaccessible because the defaults did not compress vertex positions
Supports all current importers (obj, fbx, collada, gltf)
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
- Make the Debugger bottom panel menu more prominent when
there are errors or warnings by adjusting the text color.
- Add some spacing to the right of the error/warning icon
for better visual appearance.
This reduces the size of the editor binaries significantly, as we otherwise
embed all WIP translations, including ones with very low completion ratios,
and end up paying for the size of all `msgid`s for each locale.
Cf. https://github.com/godotengine/godot-proposals/issues/3421 for details.
The thresholds used are:
- 30% for the editor interface (should already include most common strings
while more obscure ones like UndoRedo action names might be untranslated).
- 10% for the class reference: this is a HUGE resource and 10% is already
a lot of useful content, especially if focused on the most used APIs.
For 3.x, we also exclude languages that require complex text layout support
to be displayed properly.
This currently reduces the size of the editor binary by 17% on Linux.
The list will be synced manually every now and then.
Fixesgodotengine/godot-proposals#2051.
Relates to godotengine/godot-proposals#1215.
Implements shortucts for adjusting the camera rotation in 15-degree
increments, similar to Blender.
I did not add corresponding menu entries for these, as I didn't feel
like they would be too useful from a menu, and didn't want to make the
menu too long.
(cherry picked from commit cb15ec20bb)
Whenever we change the name (or remove) generated cpp files with the `.gen.cpp`
extension, users run into build issues when switching between branches (i.e.
switching before and after the name change/removal). This is because we glob
`*.cpp` so if a now-obsolete file from a previous build is present, we'll
include it too, potentially leading to bugs or compilation failure (due to
missing headers or invalid code).
So globbing patterns in `add_source_files` will now skip files ending with
`.gen.cpp`, which should instead be passed explicitly where they're used.
(cherry picked from commit c133480531)
- Increase drag-and-drop snapping to 50 units
(from 10 units).
- Increase Snap Object to Floor maximum height to 500 units
(from 20 units).
- Increase Snap Object to Floor negative margin to 1 unit
(from 0.2 units).
(cherry picked from commit 7a3d0b79b4)
Physical Key should be used for most game inputs as it allows
keys to work on non-QWERTY layouts out of the box.
This is especially important for WASD movement layouts.
In contrast, remapped (non-physical) keys are mainly useful in
non-game applications, where shortcuts are expected to match a
precise letter rather than a location on the keyboard.
And do the dedent and stripping for both translated and
non-translated strings for consistency, and so that we
don't need to do it at the call site.
(cherry picked from commit a16031beb6)
- Parse `.po` files from `doc/translations/*.po` like already done
with `editor/translations/*.po`.
- Add logic to register a doc translation mapping in `TranslationServer`
and `EditorSettings`.
- Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`).
Strings are automatically dedented and stripped of whitespace to ensure
that they would match the translation catalog.
- Use `DTR()` to translate relevant strings in `EditorHelp`,
`EditorInspector`, `CreateDialog`, `ConnectionsDialog`.
- Small simplification to `TranslationLoaderPO`, the path argument was
not really meaningful.
(cherry picked from commit 4857648a16)
This can be used to free some CPU cores when baking lightmaps.
When using fewer CPU cores, lightmap baking is slower but background
tasks aren't slowed down as much.
This feature is enabled by default, but it can be disabled in the editor
settings in case it interferes with other uses of the extra buttons
(such as push-to-talk in a VoIP program).
When clicking on a resource field in the inspector dock, you now have
the "Quick Load" option in addition to "Load". This opens a QuickOpen
dialog allowing the user to type in a phrase to quickly locate the
desired resource (similar to "Quick Open Scene").
In my experience, this is much faster than clicking through the File
Dialog.
Relates to godotengine/godot-proposals#346.
(cherry picked from commit 470b94fe22)
Unnamed gizmos should be avoided, so this should help editor plugin
authors resolve issues with gizmo naming if they forgot to override
the function.
(cherry picked from commit e5406ba952)
- Use a colon instead of parentheses and a comma to reduce visual
clutter.
- Pad the line number with 4 spaces to account for scripts longer
than 999 lines.
(cherry picked from commit 1e8976fcb5)
Since this avoids accidentally placing 2D nodes at subpixel positions,
this results in more crisp visuals by default, even when pixel snapping
is disabled in the project settings.
(cherry picked from commit c03e7c2dde)
This makes property casing consistent with the editor.
If property capitalization is disabled in the Editor Settings,
the remote inspector will also disable capitalization.
(cherry picked from commit 854f328517)
This makes setting up AudioStreamPlayer3D nodes for Doppler playback
a bit easier.
- Move AudioStreamPlayer3D's Doppler Tracking property outside a group
since the group only had 1 property, which resulted in unnecessary
folding in the inspector.
- Put the AudioStreamPlayer3D Playing and Autoplay properties higher up
in the inspector since these are likely to be modified often.
The icon was present in `editor/icons/`, but it was never implemented
in the editor gizmos code.
This also removes some unused gizmo drawing code (overridden methods
that are no longer called anywhere).
The default orbit sensitivity was decreased to account for this change.
Rotational inertia (orbit + freelook) was disabled by default due to
known issues.
This also removes the need for separate manipulation inertia settings,
as the default settings are more responsive.