Marcus Brummer
41af859c68
Re-apply basis of newly added node (via drag-n-drop) in editor viewport
2020-06-07 22:09:41 +02:00
Tomasz Chabora
b426d11d86
Allow duplicating files when holding Control
2020-06-07 21:36:48 +02:00
Aaron Franke
6c2df6792b
Change the default editor camera rotation to position it in +X +Y +Z
2020-06-07 13:36:04 -04:00
Hugo Locurcio
138a4eecb3
Add an editor tooltip to document gizmo visibility options
...
See discussion in
https://github.com/godotengine/godot-proposals/issues/716 .
2020-06-07 18:31:17 +02:00
Rémi Verschelde
8da68fe910
Merge pull request #33858 from Calinou/inspector-layers-add-hover
...
Add visual feedback when hovering layer checkboxes in the Inspector
2020-06-06 23:20:01 +02:00
Rémi Verschelde
17af010478
Merge pull request #38967 from nekomatata/remote-inspector-builtin-res
...
Fix dialog spam when inspecting MeshInstance from model file
2020-06-06 16:11:11 +02:00
johan
fea6ca20c9
2D Editor: modified zoom increment to the twelveth root of two
...
- properly visit power of 2 factors (50%, 100%, 200%...)
- index based zoom values to prevent floating point issues
- Fix 2d editor not able to reach min and max zoom values
2020-06-04 21:48:55 -04:00
Marcus Brummer
85175c67b8
Enable text selection in execute output of EditorNode
2020-06-04 14:38:55 +02:00
Rémi Verschelde
f05b4fea33
Merge pull request #39099 from YeldhamDev/create_dialog_icon_fallback
...
Add fallback icons and make custom ones appear in the recent/favorites list in the "Create New" dialog
2020-06-04 11:58:55 +02:00
Rémi Verschelde
f66eed7d58
Merge pull request #38924 from Calinou/tweak-import-compression-hint
...
Tweak the import compression property hint for clarity
2020-06-04 11:48:40 +02:00
Rémi Verschelde
f1d9d50da1
Merge pull request #39154 from dreamsComeTrue/sync-script-change-remember
...
Preserving "Sync Scene Changes" & "Sync Script Changes" with Project Settings
2020-06-04 11:11:35 +02:00
Rémi Verschelde
d642cc1d70
Merge pull request #39271 from RandomShaper/fix_atlas_crop
...
Fix excessive bottom cropping in atlas generation
2020-06-04 11:09:59 +02:00
Hugo Locurcio
bbc435624f
Add visual feedback when hovering layer checkboxes in the Inspector
...
This also changes how checkboxes are selected, which makes it possible
to click in the small area between two checkboxes and
still toggle a value successfully (which is arguably less frustrating).
2020-06-03 23:15:59 +02:00
Rémi Verschelde
243cb503e1
Merge pull request #39204 from Calinou/distraction-free-property-getter
...
Add a getter and property for the editor distraction-free mode
2020-06-03 23:08:43 +02:00
Rémi Verschelde
19dc5c42d8
Merge pull request #37839 from MrRevington/3.2-_input_focus_check
...
FIX CodeTextEditor not respecting focus in _input
2020-06-03 22:49:45 +02:00
Rémi Verschelde
9a44dd6e1e
Merge pull request #39167 from Calinou/tileset-editor-zoom-mouse-wheel-anywhere
...
Allow mouse zooming without hovering the texture in the TileSet editor
2020-06-03 22:48:39 +02:00
Rémi Verschelde
8fc6766d72
Merge pull request #39165 from Calinou/tilemap-editor-zoom-mouse-wheel
...
Implement zooming using Ctrl + Mouse wheel in the TileMap editor
2020-06-03 22:48:22 +02:00
Rémi Verschelde
176e6a0be3
Merge pull request #39262 from aaronfranke/ok
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Change OK text in snap dialog to OK
2020-06-03 22:47:18 +02:00
Rémi Verschelde
b1b49d966d
Merge pull request #39009 from Calinou/improve-script-editor-warnings-text
...
Improve the text appearance in the script editor warnings panel
2020-06-03 22:44:37 +02:00
Pedro J. Estébanez
fb7ae73045
Fix excessive bottom cropping in atlas generation
2020-06-03 22:24:49 +02:00
Hugo Locurcio
cc1859efed
Add a getter and property for the editor distraction-free mode
2020-06-03 22:18:49 +02:00
Hugo Locurcio
def2059d67
Implement zooming using Ctrl + Mouse wheel in the TileMap editor
...
This was previously implemented in the GridMap editor. This makes
the same feature available in the TileMap editor.
2020-06-03 22:17:13 +02:00
Hugo Locurcio
d10a5b2928
Allow mouse zooming without hovering the texture in the TileSet editor
...
This partially addresses
https://github.com/godotengine/godot-proposals/issues/968 .
2020-06-03 22:16:36 +02:00
Aaron Franke
8f85858224
Change OK text in snap dialog to OK
2020-06-03 10:55:03 -04:00
Dominik 'dreamsComeTrue' Jasiński
72501ae104
Preserving "Sync Scene Changes' and "Sync Script Changes" with Project Settings
...
Fixes : #38739
2020-06-03 12:28:00 +02:00
Rémi Verschelde
3a59c24b51
Merge pull request #39150 from dreamsComeTrue/project-manager-grab-focus-on-enter
...
Grabbing focus on ProjectList after clicking an item.
2020-06-03 11:31:54 +02:00
Rémi Verschelde
cec49bd194
Merge pull request #39203 from Xrayez/fix-no-lang-crash
...
Prevent crash attaching a script with no languages registered
2020-06-03 11:08:35 +02:00
Rémi Verschelde
4749437b23
Merge pull request #39209 from Xrayez/ray-shape-indie
...
Move `RayShape2D` implementation into its own translation unit
2020-06-03 11:07:32 +02:00
Eric M
58caa2c453
Improved warning shown when autoload cannot be added.
2020-06-01 21:09:30 +10:00
Andrii Doroshenko (Xrayez)
9bb070b030
Move `RayShape2D` implementation into its own translation unit
2020-06-01 01:52:07 +03:00
Andrii Doroshenko (Xrayez)
52f3cfca6f
Prevent crash attaching a script with no languages registered
2020-05-31 21:01:42 +03:00
Dominik 'dreamsComeTrue' Jasiński
1ec8f59397
Grabbing focus on ProjectList after clicking an item.
...
Fixes : #39012
2020-05-30 21:19:50 +02:00
Alex Bustin
9175af6f13
Respect 'mesh compression' editor import option in Assimp (ie. FBX) and glTF importers
2020-05-29 13:06:39 -07:00
Rémi Verschelde
1620669f4e
Merge pull request #39051 from Xrayez/geometry-split
...
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
2020-05-29 12:10:37 +02:00
Rémi Verschelde
a16031beb6
Use translated docs in PropertySelector
...
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.
2020-05-28 12:02:12 +02:00
Michael Alexsander
84d7492b2d
Add fallback icons and make custom ones appear in the recent/favorites list in the "Create New" dialog
2020-05-27 16:05:19 -03:00
Andrii Doroshenko (Xrayez)
69d5de632e
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
...
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Rémi Verschelde
9dc96c0dd8
Merge pull request #39062 from akien-mga/du-pain-et-des-jeux
...
Add shortcut for Pan Mode (G)
2020-05-27 12:55:34 +02:00
Rémi Verschelde
84d9e10f88
Merge pull request #36409 from fire/skeleton-custom-inspector
...
Custom Skeleton3DEditorPlugin
2020-05-27 11:04:37 +02:00
Rémi Verschelde
28b33718b0
Add shortcut for Pan Mode (G)
...
And change TileMap Bucket Fill shortcut to (B).
Fixes #8582 .
2020-05-26 15:31:32 +02:00
Rémi Verschelde
f8005cb699
Merge pull request #28289 from aaronfranke/grid
...
Dynamic infinite 3D grid
2020-05-26 13:39:53 +02:00
Andrii Doroshenko (Xrayez)
a96f0e98d7
Add `custom_modules` build option to compile external user modules
...
This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.
```
scons platform=x11 tools=yes custom_modules="../project/modules"
```
Features:
- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.
Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.
Implementation details:
- `env.module_list` is a dictionary now, which holds both module name as
key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
split into `detect_modules` which collects a list of available modules
and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
or absolute paths respectively. `custom_modules` scons converter
ensures that the path is absolute even if relative path is supplied,
including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
that there's no need to change include paths in cases where custom
modules are included as dependencies in other modules.
2020-05-25 15:33:32 +03:00
Rémi Verschelde
fee9742b59
Fix build after merge of #37235
...
It used APIs that were changed after the PR was last rebased.
2020-05-25 13:10:34 +02:00
Rémi Verschelde
aea1a0e983
Merge pull request #37235 from Calinou/improve-editor-feature-profiles
...
Improve the editor feature profiles UX
2020-05-25 12:56:33 +02:00
Tomasz Chabora
f4c6bb568e
Reverse mouse wheel in animation track editor
2020-05-25 01:30:05 +02:00
Hugo Locurcio
0c0ee427d2
Improve the text appearance in the script editor warnings panel
...
- Make the Ignore button's position identical across all warnings
by moving it to the left.
- Change the Ignore button's text and color to make it more obvious
that it can be clicked.
- Use the editor font instead of the default project font to match
the rest of the editor.
2020-05-24 14:30:44 +02:00
Aaron Franke
8879625879
Dynamic infinite 3D grid
...
Well, infinite for all intents and purposes.
2020-05-22 19:43:59 -04:00
PouleyKetchoupp
01802074a0
Fix dialog spam when inspecting MeshInstance from model file
...
Avoid load_scene for built-in resources to make sure we don't
open a scene tab and prompt for model file editing.
Load scene as regular resource instead and store the reference to keep
the dependency until the remote inspector cache is cleared.
2020-05-22 21:50:16 +02:00
K. S. Ernest (iFire) Lee
f7fdc87789
Custom Skeleton3DEditorPlugin
...
Co-authored-by: Marios Staikopoulos <marios@staik.net>
2020-05-22 09:54:34 -07:00
MrRevington
4641fb9ec4
FIX CodeTextEditor not respecting focus in _input
2020-05-22 17:32:15 +02:00
Hugo Locurcio
1439447071
Tweak the import compression property hint for clarity
2020-05-21 17:06:44 +02:00
Dominik 'dreamsComeTrue' Jasiński
03b54f8a35
Fix moving 2D node with mouse after using arrow keys
...
Fixes : #38894
2020-05-21 14:50:35 +02:00
Rémi Verschelde
2ddbaeaf8c
DocData: Fix sorting of arguments and constants
...
The missing `operator<` definitions caused `Vector::sort()` to fail
sorting those alphabetically by name on Windows (not sure why Linux
isn't affected, I guess GCC/Clang are cleverer and use the operator
from the first struct member).
2020-05-20 14:36:34 +02:00
Rémi Verschelde
55377aa559
Merge pull request #38876 from paulloz/fix-import-params-error
...
Fix error with 'params' when import dock doesn't define any parameter
2020-05-20 14:00:01 +02:00
Paul Joannon
b7a6946790
check the params section exist before erasing it in import_dock
...
related #38864
2020-05-20 01:04:21 +02:00
Michael Alexsander
d015e4d6fc
Keep "lock" metadata when changing a Node's type, if applicable
2020-05-19 10:42:15 -03:00
Rémi Verschelde
0187cdae9a
Merge pull request #38800 from YeldhamDev/icons_complete
...
Add more missing node icons
2020-05-18 10:02:02 +02:00
Rémi Verschelde
d4599fff68
Merge pull request #38804 from m4gr3d/android_plugin_config_master
...
Implementation of the Godot Android Plugin configuration file
2020-05-17 22:38:47 +02:00
Fredia Huya-Kouadio
14e6696c8e
Implementation of the Godot Android Plugin configuration file
2020-05-17 11:11:26 -07:00
Michael Alexsander
50585e2cfa
Add more missing node icons
2020-05-17 12:51:49 -03:00
Rémi Verschelde
4c8832701b
Merge pull request #38695 from dreamsComeTrue/node-swap-order-arguments
...
Replace 'add_child_below_node' with 'add_sibling' in Node
2020-05-17 11:36:05 +02:00
Rémi Verschelde
1a43d3b396
Merge pull request #38451 from eduardonunesp/feature/command-comma-preferences
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Using command + comma on macOS as default shortcut for editor settings
2020-05-16 13:24:15 +02:00
Rémi Verschelde
20ffb4b452
Merge pull request #38764 from YeldhamDev/icons_missing
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Add more missing icons
2020-05-15 22:04:23 +02:00
Dominik 'dreamsComeTrue' Jasiński
7f5c81c32f
Replace 'add_child_below_node' with 'add_sibling' in Node
...
Fixes : #19642
2020-05-15 22:02:00 +02:00
Michael Alexsander
54ed1f63bf
Add more missing icons
2020-05-15 16:20:35 -03:00
Dominik 'dreamsComeTrue' Jasiński
095167dcc3
Hide editor_spin_slider grabber when closing Editor's windows
...
Fixes : #38740
2020-05-15 15:39:32 +02:00
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
07bc4e2f96
Style: Enforce separation line between function definitions
...
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027 .
2020-05-14 16:54:55 +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
Rémi Verschelde
710b34b702
Style: Fix missing/invalid copyright headers
2020-05-14 16:54:54 +02:00
Rémi Verschelde
dcd1151d77
Enforce use of bool literals instead of integers
...
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1a8167867b
Modernize remaining uses of 0/NULL instead of nullptr (C++11)
...
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1f6f364a56
Port member initialization from constructor to declaration (C++11)
...
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Rémi Verschelde
1c18be1cc9
Merge pull request #38637 from Calinou/editor-rename-revert-scene-bind
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Rename the editor action "Revert Scene" to "Reload Saved Scene"
2020-05-13 12:58:40 +02:00
Marcel Admiraal
e7fee711b3
Update game controller enums.
2020-05-13 10:33:32 +01:00
Fabio Alessandrelli
d79e28c302
Support multiple debug protocols.
2020-05-12 15:09:13 +02:00
Hugo Locurcio
2962819d1c
Rename the editor action "Revert Scene" to "Reload Saved Scene"
...
This option can be used to workaround various issues with stuff
not reloading properly when changes are made.
The option was renamed to clarify the fact that it actually
reloads the scene saved on the filesystem.
2020-05-12 14:42:09 +02:00
Hugo Locurcio
c6afb9f6ea
Update the editor icons README to remove outdated information
...
This closes #38684 .
2020-05-12 09:46:56 +02:00
Hugo Locurcio
0d7b627936
Tweak the error message displayd when a post-import script fails
...
See #38662 .
2020-05-11 21:11:17 +02:00
Rémi Verschelde
83b630b8c2
thirdparty: Cleanup after #38386 , document provenance and copyright
...
Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
2020-05-11 14:50:06 +02:00
Rémi Verschelde
32133a11b5
Merge pull request #38386 from reduz/new-lightmapper
...
New GPU lightmapper
2020-05-11 13:45:48 +02:00
Eduardo Nunes Pereira
75f77f751e
Using command + comma on macOS as default shortcut for editor settings
2020-05-11 13:04:34 +02:00
Rémi Verschelde
70e39cc9a5
Merge pull request #38592 from Calinou/debugger-error-warning-icon
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Use a different icon for the debugger tab with both warnings and errors
2020-05-11 11:31:59 +02:00
Rémi Verschelde
62bf8b4dd6
Merge pull request #38594 from Calinou/rename-clear-script-action
...
Rename the Clear Script editor action to Detach Script
2020-05-11 11:31:31 +02:00
Rémi Verschelde
845e2111ce
Merge pull request #38631 from Calinou/editor-log-selection-color-theme
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Tweak the editor log selection color to match the current editor theme
2020-05-11 11:30:23 +02:00
Juan Linietsky
1bea8e1eac
New lightmapper
...
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
Rémi Verschelde
94721f5ab8
Revert "Renamed plane's d to distance"
...
This reverts commit ec7b481170
.
This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
2020-05-10 16:47:11 +02:00
Hugo Locurcio
411af2c750
Tweak the editor log selection color to match the current editor theme
...
This overrides the default blue color.
2020-05-10 16:32:14 +02:00
Rémi Verschelde
69de7ce38c
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
...
Part of #33027 .
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
...
Part of #33027 , also discussed in #29848 .
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Rémi Verschelde
03b13e0c69
Style: Add missing copyright headers
2020-05-10 13:12:16 +02:00
Marcus Elg
ec7b481170
Renamed plane's d to distance
2020-05-10 12:12:51 +02:00
Hugo Locurcio
7fc0e38e92
Rename the Clear Script editor action to Detach Script
...
This makes it more obvious that the script won't be modified
in any way.
See comments in #27813 .
2020-05-09 19:09:11 +02:00
Hugo Locurcio
564f8ccc13
Use a different icon for the debugger tab with both warnings and errors
...
This makes it possible to see if both errors and warnings were
pushed without having to open the tab.
2020-05-09 15:29:13 +02:00
Marcus Elg
9a7e515d50
Rename Lineshapes d to distance
2020-05-09 15:10:00 +02:00
Rémi Verschelde
b9f2e57d62
Merge pull request #38555 from ThakeeNathees/rotation-gizmo-visible-fix
...
rotation gizmo visible = false; when camera preview
2020-05-08 12:59:31 +02:00
Thakee Nathees
60d67f13da
rotation gizmo visible = false; when camera preview
2020-05-08 06:44:24 +05:30
JFonS
051f02a3a0
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.
2020-05-07 19:19:54 +02:00
Rémi Verschelde
ca289f4d6f
Merge pull request #38488 from EricEzaM/adjust-stretch-ratio-value-range-and-documentation
...
Updated editor spin slider to have better behaviour and adjusted control's size_flags_stretch_ratio value range
2020-05-06 10:06:53 +02:00
Eric M
915ab50673
Updated editor spin slider to have better behaviour and adjusted control's size_flags_stretch_ratio value range
2020-05-06 17:43:31 +10:00
Rémi Verschelde
33d0b9e169
Merge pull request #38393 from nekomatata/printerr-remote-debugger-4.0
...
Format remote printerr properly in script debugger output
2020-05-06 07:31:57 +02:00
Rémi Verschelde
cbb86fdf08
Merge pull request #38427 from EricEzaM/fix-custom-property-revert-implementation
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Stop trying to revert to script/class default values when script implementation of property_can_revert exists
2020-05-06 07:29:42 +02:00
Rémi Verschelde
42649565e9
Merge pull request #38475 from Chaosus/vs_quals
...
Added uniform qualifiers to visual shaders
2020-05-06 07:27:35 +02:00
Rémi Verschelde
4d50f747d5
Merge pull request #37293 from Janglee123/ctrl-click-improvements
...
Improved go-to definition (Ctrl + Click)
2020-05-05 16:49:15 +02:00
Rémi Verschelde
0caf55a481
i18n: Sync translations with Weblate
...
(cherry picked from commit 00b5663782
)
2020-05-05 16:05:56 +02:00
Yuri Roubinsky
463e4ad0f5
Some fixes for canvas item visual shader inputs
2020-05-05 13:19:36 +03:00
Yuri Roubinsky
082542b525
Added uniform qualifiers to visual shaders
2020-05-05 11:25:48 +03:00
janglee
be7a353c70
Improved go-to definition (Ctrl + Click)
...
Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
2020-05-05 10:46:12 +05:30
Rémi Verschelde
878adb22b7
Merge pull request #37717 from qarmin/world_fix
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Change non-existent World to World3D
2020-05-04 16:37:40 +02:00
Rémi Verschelde
2df844d5b3
Merge pull request #38376 from dreamsComeTrue/duplicate-nodes-fix
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Proper naming and ordering when Duplicate nodes in SceneTreeDock
2020-05-03 18:18:04 +02:00
Eric M
27ada5c114
Stopped trying to revert to default values when script implementation of property_can_revert exists
2020-05-03 16:54:58 +10:00
PouleyKetchoupp
aacf69bad2
Format remote printerr properly in script debugger output
2020-05-01 18:23:51 +02:00
Dominik 'dreamsComeTrue' Jasiński
03c3abae88
Fix Soft Reload Script shortcut clash with Replace in Files
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Fixes : #38362
2020-05-01 12:17:14 +02:00
Dominik 'dreamsComeTrue' Jasiński
278259b433
Proper naming and ordering when Duplicate nodes
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Fixes : #38162
2020-05-01 10:45:55 +02:00
Rémi Verschelde
13aff5338a
Merge pull request #37939 from MrRevington/SpriteFramesEditoAtlasTextureSupport
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Add AtlasTexture support in SpriteFrames Editor
2020-05-01 08:52:17 +02:00
MrRevington
13770ac08d
Add AtlasTexture support in SpriteFrames Editor - Add Frames from a Sprite Sheet
2020-04-30 23:28:58 +02:00
Rémi Verschelde
bd8d5e1b65
Merge pull request #38325 from Calinou/editor-no-focus-on-align-with-view
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Don't focus the selection after using Align Transform With View
2020-04-30 10:03:29 +02:00
Kiri Jolly
87ba4daf4b
Fixed false positives in the culling system.
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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.
2020-04-29 19:33:42 -07:00
Rémi Verschelde
58435b0c91
Merge pull request #20371 from aaronfranke/vector-lerp
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[Core] [Mono] [GDNative] Rename "linear_interpolate" methods to "lerp"
2020-04-29 15:50:00 +02:00
Hugo Locurcio
a636631e33
Don't focus the selection after using Align Transform With View
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It made minor adjustments difficult as the camera moved every time
Align Transform With View was used.
This closes #36738 .
2020-04-29 15:39:33 +02:00
Rémi Verschelde
4b4fc2ea55
Merge pull request #33578 from code-xD/master
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Made the search results more specific.
2020-04-29 13:57:25 +02:00
Rémi Verschelde
a277c89556
Merge pull request #37523 from 1abinitio1/master
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Add option for editor freelook camera sensitivity
2020-04-29 11:20:13 +02:00
Shivansh Anand
8c66d80099
Make Quick Open substring match more specific.
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When finding a substring, the rating is biased towards substrings
at the end of the path.
Fixes #33504 .
2020-04-29 10:12:32 +02:00
Aaron Franke
540156b387
[Core] Rename linear_interpolate to lerp
2020-04-29 04:02:49 -04:00
Rémi Verschelde
41af228b76
Merge pull request #36960 from pycbouh/docs-improve-shortcuts
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Improve shortcut formatting in docs
2020-04-29 09:40:52 +02:00
Rémi Verschelde
2ed231521b
Merge pull request #37705 from dreamsComeTrue/editor-animation-player-improvements
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Allow to rename animation just after it was duplicated in Editor
2020-04-29 09:37:53 +02:00
1abinitio1
712a5aff1d
Add option for editor freelook camera sensitivity
2020-04-29 09:36:29 +02:00
Rémi Verschelde
fa34b8eda2
Merge pull request #37965 from EricEzaM/drag-multiple-resources-onto-array-export
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Drag multiple resources onto exported array variable at once
2020-04-29 09:20:18 +02:00
Rémi Verschelde
4b5d4bbe48
Merge pull request #38235 from BigRed-118/help_tabs_shuffle_fix
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Fixed shuffling editor help tabs
2020-04-29 09:06:00 +02:00
Rémi Verschelde
75e4ccc00e
Merge pull request #36427 from nekomatata/scene-thumbnail-flipped
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Fixed flipped scene preview thumbnail
2020-04-28 21:59:12 +02:00
Rémi Verschelde
2497740a4e
Merge pull request #37273 from akien-mga/gltf-tangent-fix-32712
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glTF: Fix tangent generation for non-blend shapes
2020-04-28 20:32:37 +02:00
Rémi Verschelde
fdf58a5858
Rename InputFilter back to Input
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It changed name as part of the DisplayServer and input refactoring
in #37317 , with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639 .
Fixes #37319 .
Fixes #37690 .
2020-04-28 15:19:49 +02:00
Rémi Verschelde
717f053e37
Merge pull request #38121 from JFonS/add_unwrap_caching
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Add caching the lightmap unwrapping on import
2020-04-27 18:51:32 +02:00
Rémi Verschelde
3fff0dda39
i18n: Sync translations with Weblate
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(cherry picked from commit ae958b89ab
)
2020-04-27 10:38:22 +02:00
Tom Evans
fe53c1b0bd
Fixed shuffling editor help tabs
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The indexes for the ScriptEditorItemData entries were not getting
updated after sorting. This would cause a page to be open but with a
different tab selected. Whenever _update_script_names was called next,
it would correct this indexing. Now we correct it immediately following
the tab sort.
2020-04-26 12:23:00 -05:00
Hugo Locurcio
72da1667e0
Improve path search behavior discoverability in the project manager
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This closes #38185 .
2020-04-25 21:59:38 +02:00
Michael Alexsander
d239196fc7
Tweak Decal icon slightly
2020-04-24 22:40:06 -03:00
Rémi Verschelde
a09e035695
Merge pull request #37107 from RandomShaper/imvu/export_vmem
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Add ability to export debugger's VRAM usage report
2020-04-25 00:32:00 +02:00
Rémi Verschelde
10e5427cc2
Merge pull request #38165 from YeldhamDev/multitrack_time_fix
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Fix crash when changing time value of multiple animation keys at once via inspector
2020-04-25 00:02:29 +02:00
Rémi Verschelde
12c36e2761
Merge pull request #37862 from YeldhamDev/decal_icon
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Add icon for the Decal node
2020-04-24 17:29:54 +02:00
Pedro J. Estébanez
a037232a67
Add ability to export VRAM usage as CSV
2020-04-24 09:37:42 +02:00
Michael Alexsander
b081e954cc
Fix crash when changing time value of multiple animation keys at once via inspector
2020-04-23 21:45:50 -03:00
JFonS
f7dadc4796
Add caching the lightmap unwrapping on import
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This commit adds caching to the lightmap mesh unwraps generated on
import. This speeds up re-imports of meshes that haven't changed and
also makes sure that the unwraps are consistent across imports.
The unwrapping process is not deterministic, so one could end up with
a different mapping every time the scene was imported, breaking any
previously baked lightmaps. The changes in this commit prevent that
from happening.
2020-04-22 15:34:00 +02:00
dankan1890
ef08e64afb
Fixed output prints " Signal 'node_removed' is already connected " when the editor settings window is closed.
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Close #38012
2020-04-22 04:26:44 +02:00
Rémi Verschelde
9a283f7e71
Merge pull request #37202 from JFonS/update_joint_gizmos
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Update Joint gizmos automatically
2020-04-21 23:04:04 +02:00
jfons
3e77b6d49d
Update Joint gizmos automatically
2020-04-21 21:51:33 +02:00
Rémi Verschelde
bb9d89d78c
Merge pull request #38089 from YeldhamDev/scenedock_local_fix
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Fix "Local" button not being pressed in the Scene dock on first run
2020-04-21 21:17:35 +02:00
Michael Alexsander
f1244ce944
Fix "Local" button not being pressed in the Scene dock on first run
2020-04-21 15:03:42 -03:00
Juan Linietsky
f8ef38efed
Add proper type to most public API uses of Array
2020-04-21 12:16:45 -03:00
Juan Linietsky
5d4dc2d45c
Add ability to bind typed arrays to script API
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Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-21 10:15:40 +02:00