Commit Graph

352 Commits

Author SHA1 Message Date
Hugo Locurcio
250f921522
Hide the rotation gizmo when editor cinematic preview is enabled
Cinematic preview enables the Camera3D preview automatically.

When previewing a Camera3D, the rotation gizmo isn't displayed as
it can't be used.

(cherry picked from commit fa1d853eeb)
2021-01-26 17:00:15 +01:00
jeffuntildeath
64cbff7e7d
Snap To Floor improperly offsets node
fix for issue #44282

AABB for collision geometry was being calculated based on parent nodes transform without consideration for collision geometries translation.
Also hopefully clarified logic for selecting starting point for ray cast

(cherry picked from commit 4f171afecc)
2021-01-13 16:17:07 +01:00
Rémi Verschelde
49646383f1
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Hugo Locurcio
1062bedaaa
Add an editor setting for the 3D selection box color
A restart is required to apply the setting change.

(cherry picked from commit 8221037be0)
2020-12-29 16:02:03 +01:00
Hugo Locurcio
3addea0057
Move the brightness factor for highlighted 3D gizmos to a variable
See
8522ac7711 (r45230326).

(cherry picked from commit 507e9b12a4)
2020-12-29 16:02:00 +01:00
Marcus Brummer
9248ee39ca
Changed the rotation gizmo handle to use the active axis color
(cherry picked from commit ec97962261)
2020-12-29 16:02:00 +01:00
Hugo Locurcio
2753cc5264
Increase the default 3D manipulator gizmo opacity for better visibility
- Brighten gizmos when highlighted to make the difference between a
  non-highlighted and a highlighted gizmo more visible.
- Tweak the manipulator gizmo size property hint.

(cherry picked from commit 8522ac7711)
2020-12-29 16:01:59 +01:00
jeffuntildeath
de7b5006cc
fix for snap to floor editor crash bug
fix for issue #44231: snap_selected_nodes_to_floor() results in an editor
crash when a child collisionshape has invalid shape object

(cherry picked from commit 52f6e0b5ad)
2020-12-10 13:12:39 +01:00
Aaron Franke
4267f40e88
Fix trying to set grid visibility on an invalid instance
(cherry picked from commit 8c1d94ebae)
2020-12-09 13:04:07 +01:00
Rémi Verschelde
9df3d06d1f
Merge pull request #43897 from RandomShaper/fix_refl_probe_vis_3.2
Put misc. 3D tool visible instances on their own layer (3.2)
2020-12-03 13:29:36 +01:00
Aaron Franke
80c72a529f
Limit the zoom and freelook speed based on camera settings
(cherry picked from commit 896a297c1f)
2020-12-02 16:02:39 +01:00
Pedro J. Estébanez
08a46bbacd Put misc. 3D tool visible instances on their own layer
This makes that visible stuff invisible to ReflectionProbes, whose preview in the editor shouldn't involve them.
2020-11-26 20:08:30 +01:00
jfons
bdc6f2fd95
Fix binding of default value in EditorSpatialGizmoPlugin::get_material()
It was commented for some reason I can't remember.

(cherry picked from commit e6949dae72)
2020-11-26 09:38:47 +01:00
Aaron Franke
b9641efc5c
Update the 3D grid when the "View Grid" checkbox is changed
(cherry picked from commit 71d1909b39)
2020-11-19 17:15:28 +01:00
Hugo Locurcio
4b1de5be45
Add a dynamic infinite grid to the 3D editor
- The grid is now infinite, it follows the camera.
- The grid is now dynamic, if you zoom in and out, the grid subdivides,
  expands, and fades.
- You can now enable grid planes for the XY and YZ planes. Only the flat
  XZ plane is enabled by default. Each plane is independently dynamic
  of the others.
- The default grid size has been increased to 200, and the maximum
  has been increased to 2000. At 1000, the grid mostly looks edgeless.
- If you set the division level max and min to the same value then
  the grid does not expand or subdivide, but instead stays the same size
  and just follows the camera. Also, if these values are the same,
  the bias value does nothing.
- If you want to have Blender-like behavior, set max to 1, min to 0,
  and set the bias to a really low value. You may also wish to increase
  the grid size if you have a small bias.

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2020-11-17 10:16:53 +01:00
Hugo Locurcio
ed3f0a3950
Improve the 3D editor selection box appearance
- Draw two boxes slightly offset from each other to give the illustion
  of a thicker outline.
- Decrease the offset compared to the 3D node's AABB to give a more
  accurate representation of its size.
- Make the box fully visible instead of only displaying the corners.
- Draw a x-ray version of the box that's more translucent, but visible
  through walls. This helps make the box more visible while still
  having a sense of depth.
- Use an orange color similar to the 2D editor.
2020-11-09 21:55:56 +01:00
Rémi Verschelde
c43b2ab603
Merge pull request #42942 from Calinou/add-viewport-debanding-3.2
Add a debanding property to Viewport for GLES3
2020-10-30 11:47:57 +01:00
Marcus Brummer
69b99ba9cb Improve rotation gizmo
Hide the back sides of the rotation gizmo circles and add a white
outline for better visualization of the rotation "sphere".

This is a 3.2 backport of @JFons work on the master branch; all credit
goes to him.
2020-10-22 22:05:50 +02:00
Hugo Locurcio
2dbc329704
Add a debanding property to Viewport for GLES3
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).

As a result, it should be enabled only when banding is noticeable enough.

Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
2020-10-20 19:07:15 +02:00
Hugo Locurcio
af45c97652
Add fast approximate antialiasing (FXAA) to Viewport
This backports FXAA from the `master` branch.

Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-20 14:54:52 +02:00
David Sichma
f601e15b92
aabb change updates bounding box
spatial editor will now update the bounding box if aabb or transform
changes

(cherry picked from commit 7701889048)
2020-10-19 16:09:57 +02:00
Ryan Roden-Corrent
d05a07235c
Fix bound return type on get_priority.
Also adds a description explaining gizmo priority.

Inferred from:
e4363d001a/editor/plugins/spatial_editor_plugin.cpp (L5867-L5880)
e4363d001a/editor/plugins/spatial_editor_plugin.cpp (L6462-L6470)

(cherry picked from commit c6919a13da)
2020-10-04 20:51:19 +02:00
Hugo Locurcio
336bc03d66
Add an editor setting to invert 3D pan/orbit on the X axis
This also makes the invert Y axis option apply to 3D panning.

This closes #28082.

(cherry picked from commit 2c9d4ef961)
2020-08-21 02:28:17 +02:00
Andy Maloney
cc8c6180c3 [macOS] Fix Maya navigation with ALT + mouse scroll
Methods were being called with InputEventMouseMotion instead of InputEventPanGesture, and they were null.

Fixes godotengine/godot#16181 on the master branch

(cherry picked from commit 394a7826be)
2020-07-24 10:31:57 +02:00
Michael Alexsander
e7e022b3ee Prefer the highlight version of the "GuiTabIcon" icon for buttons, and make their width/height equal
(cherry picked from commit 26381265b8)
2020-07-15 12:11:31 +02:00
Aaron Franke
44c3908c7b Avoid errors when the editor camera is inside the focused object
Prevent the gizmo distance from being zero by MAX-ing it with CMP_EPSILON

(cherry picked from commit ed2bbdbbef)
2020-06-22 12:04:52 +02:00
Vorblen
4c638f98ab Fix "Fully Axis-Locked" Freelook Navigation Scheme
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
(cherry picked from commit 29e901c342)
2020-06-21 21:48:12 +02:00
Hugo Locurcio
d4dd80afe7 Restore previous mouse position when leaving the editor freelook mode
- Remove the crosshair as it no longer serves a purpose (the cursor will
  now appear where the user "expects" it to).

This closes https://github.com/godotengine/godot-proposals/issues/1076.

(cherry picked from commit 4a542e0007)
2020-06-18 11:29:28 +02:00
Hugo Locurcio
5200ff03d2 Display freelook speed and zoom in units in the 3D editor viewport
Now that the 3D editor grid is infinite and adjusts its step automatically,
this helps people get a better sense of scale when moving around in the
3D viewport.

This also fixes the indicator bar drawing on hiDPI displays.

(cherry picked from commit eaae50fe4a)
2020-06-18 11:29:28 +02:00
Aaron Franke
0b6a410890 Change the default editor camera rotation to position it in +X +Y +Z
(cherry picked from commit 6c2df6792b)
2020-06-10 15:30:52 +02:00
Hugo Locurcio
eb6c7ec09c Add an editor tooltip to document gizmo visibility options
See discussion in
https://github.com/godotengine/godot-proposals/issues/716.

(cherry picked from commit 138a4eecb3)
2020-06-10 15:30:52 +02:00
Marcus Brummer
f8463df11a Re-apply basis of newly added node (via drag-n-drop) in editor viewport 2020-06-07 19:34:17 +02:00
JFonS
9828c6bc86 Keep mouse inside 3D viewport rotation widget
Hide and keep the mouse in place when the user oribts the scene via the 3D
rotation widget.

(cherry picked from commit 051f02a3a0)
2020-05-11 11:01:13 +02:00
Thakee Nathees
7d931bad58 rotation gizmo visible = false; when camera preview
(cherry picked from commit 60d67f13da)
2020-05-11 11:01:13 +02:00
Hugo Locurcio
cfd6bc7267 Don't focus the selection after using Align Transform With View
It made minor adjustments difficult as the camera moved every time
Align Transform With View was used.

This closes #36738.

(cherry picked from commit a636631e33)
2020-05-01 10:56:58 +02:00
Rémi Verschelde
8d93303483
Merge pull request #37863 from ExpiredPopsicle/culling5
Fixed false positives in the culling system.
2020-04-30 08:05:11 +02:00
Kiri Jolly
bac44ee19f Fixed false positives in the culling system.
This fixes numerous false positives coming out of the culling system.

AABB checks are now a full separating-axis check against the frustum, with the points of the frustum being compared to the planes of the box just as the points of the box were being compared to the planes of the frustum. This fixes large objects behind the camera not being culled correctly.

Some systems that used frustums that were (sometimes mistakenly?) unbounded on one or more side have been modified to be fully enclosed.
2020-04-28 17:14:06 -07:00
Hugo Locurcio
93555d9ccc Add editor freelook navigation scheme settings
Depending on what one is trying to achieve, a different freelook mode
may be more desirable.

This closes #34034.

(cherry picked from commit 8a48fb3517)
2020-04-27 10:12:55 +02:00
Kiri Jolly
26912c15e6 Othographic camera in-editor now uses Z near/far settings instead of a hardcoded value
Fixes #18809.

The in-editor ortho camera used a far clipping plane of 8192 units, and was
placed 4096 units away from the camera cursor.

This was far enough to cause culling issues from floating point precision loss
on objects smaller than one unit.

This change modifies the near/far clipping planes of the ortho camera to use
those specified in the editor (and currently used by the perspective camera).
The frustum is still centered around the camera cursor location, as it was
before.
2020-04-04 16:16:11 -07:00
simpuid
a10a21f407 Fixes transform gizmo position when node has default transform
Changes made:
* Added dirty bit for SpatialEditorSelectedItem's last_xform
* SpatialEditorViewport checks that dirt bit too before skipping the selection

(cherry picked from commit 19825436d4)
2020-03-25 11:38:53 +01:00
JFonS
4d85f70015 Update all editor viewports after settings changes
(cherry picked from commit 55b478afd9)
2020-03-25 11:30:49 +01:00
JFonS
784ff23adc Fix rotation gizmo for empty Spatials
The AABB for an empty Spatial has 0 size, since the stored and
compared Transform was scaled by the AABB size, it would completely
destroy the rotation information. If there is no rotation
information, the gizmo doesn't update when the rotation changes.

(cherry picked from commit a0af3094b4)
2020-03-25 11:30:49 +01:00
volzhs
644d49b156 Update snap setting only with OK
restore previous values with cancel

(cherry picked from commit 667a981d4d)
2020-03-25 11:30:48 +01:00
jfons
5b4251695a Add rotation widget to 3D viewport 2020-03-09 09:40:10 +01:00
janglee
56437cddeb Make orthogonal view mode persistent in new scene
Fixes #36339.

(cherry picked from commit d3c580f0bc)
2020-02-20 07:59:45 +01:00
lawnjelly
eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Hugo Locurcio
8bce0b6176
Mark alternate editor display modes as disabled in the GLES2 renderer
This partially addresses #27018.
2020-01-17 16:06:47 +01:00
Hugo Locurcio
2b9f34b867
Add a crosshair to the 3D viewport
The crosshair makes freelook navigation a bit easier, while making it
clearer that it's possible to select nodes by clicking while in
freelook mode.

The crosshair is only displayed while in freelook mode.
It uses an icon designed to be visible on any background.
2020-01-13 22:30:34 +01:00
Rémi Verschelde
c0ece451e3
Merge pull request #34720 from Calinou/light-gizmo-color-by-light
Tint 3D light gizmos using the light's color
2020-01-02 13:59:10 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00