- Add support for explicit values in properties using `PROPERTY_HINT_FLAGS`
that works the same way it does for enums.
- Fix enums and flags in VisualScriptEditor (it wasn't considering the
explicit value).
- Use `PROPERTY_HINT_FLAGS` for C# enums with the FlagsAttribute instead
of `PROPERTY_HINT_ENUM`.
This improves usability by making sure actions subsequent to drop
are performed within the script editor. For example, dropping a
node from the scene tree to the script editor and attempting undo
will now undo the drop instead of performing an undo in the scene
tree.
Fixes issue #61465
* Shader editor is permanent (no longer transient).
* Can edit multiple files at the same time.
Likely fixes many usability issues (please lend me a hand Bugsquad team to identify them).
The new default value (1800) allows storing 30 seconds of profiling
at 60 FPS.
The new maximum value (10000) allows storing about 3 minutes of
profiling at 60 FPS.
The profiler graph will scale accordingly to the chosen setting,
so the default value is kept relatively low to prevent the graph
from looking too squished on narrow displays.
The `%` is used in scene unique nodes. Now `%` can also be used instead
of `$` for the shorthand, besides being allowed generally anywhere in
the path as the prefix for a node name.
The ring's color changes depending on the attenuation model chosen,
and whether Max Distance is capping the distance the sound can be
heard at.
Cold colors are used when the volume cap is a "soft" cap (the sound
can still be heard past the distance, but only faintly).
Warm colors are used when the volume cap is a "hard" cap (the sound
can't be heard past the distance at all).
White is used for linear fade performed when the attenuation model
is Disabled and Max Distance is greater than 0.
No ring is drawn when the attenuation model is Disabled and Max Distance
is equal to 0 (since the sound can be heard from anywhere).
- Adds rounded corners to the EditorProperty child background, EditorSpinSlider label background, and resource sub-inspector borders and background.
- Allows customizing EditorSpinSlider label background through a new Theme StyleBox property, label_bg.
- Makes margins consistent in resource sub-inspectors.
- Removes space between buttons in NodePath, Resource, and multiline string editors.
- Adds space between label background and content for vertical property editors.
GitHub doesn't allow CORS so we can't download assets from it.
There'd also be more work needed for the Asset Library plugin to be
usable in the Web editor even if that was supported.
Remove warning about animations in different libraries having the same name, since shared names are fine.
Also fix missing vformat argument when setting the name of an animation to one that does conflict with an animation in the same library.
Problem:
* Region rect was pretty much a hidden editor. Because it was annoying for it to pop up automatically, it did not.
* Because it did not, most users have no idea it even exists.
* But because it is a transient editor, it would steal focus of other editor and annoy users.
Solution:
* Editor has been moved to a window.
* Regions that can be edited add a button below the region which can be pressed to open the editor.
This required a slight change in EditorInspectorPlugin to allow custom editors to be below others.
* Add a button to add properties (which lets you select node and property)
* Add ability to drag properties and drop them to the editor.
* Made the editor transient (not always visible on the bottom) since its not needed most of the time.
* Added the ability to pin the editor, in case dragging properties from other nodes is desired.
Fix bug where links to class enums and class constants of the form @GlobalScope.X were broken.
For an enum or constant with name "example_name", links of both forms @GlobalScope.example_name and example_name will now be correctly handled, including where example_name contains "." (e.g. Variant.Type).
- Don't use minimum size for project order/filter controls.
This also allows the filter field to become longer at large
window sizes.
- Hide the loading label instead of changing its opacity.
This causes a reflow during loading, but this is preferable to having
the UI overflow.
- Hide the About button on Android as it will spawn a dialog that's
too large to be closed on most screens.
- Hide the language dropdown on Android as it doesn't work correctly.
This allows the project manager to be displayed correctly at much
lower window sizes than previously.
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
This expands uppon #60708, using `get_node("%NodeName")` for nodes that
have a unique scene name to avoid having to change the onready
statements when the paths of the nodes change.
reimport_files offers a way for scripts to modify imported resources directly.
For example, images, sounds or glTF documents which are written by an external program.
It is much faster than `scan`, and can allow scripts to synchronously proceed after import finishes.
- Fix a bug causing an error message when a scene containing an AnimationPlayer with a reset track is saved, by correctly referencing the temporary "default" library.
- Make library dropdown in new animation window assign correct library when creating an animation.
- Similarly allow choice of library when duplicating animation.
- Make library dropdown default to library of currently selected animation.
- Make library dropdown show when exactly one library exists, and it isn't [Global]. Include [Global] on the dropdown in this case (will be newly created if dialog is confirmed).
- When appending (x) to avoid New Anim name collisions, correctly check target library instead of [Global].
- Add parentheses when appending x when duplicating animations in the library editor, for consistency.
- Change titles and prompts to be distinct in name/rename/duplicate dialiogs.
- Fix bug in OprionButton.get_selectable_item(true) when last is not selectable.
- Fix issues where animation wasn't found on deletion/rename by correctly prepending library name.
- Remove an extraneous print_line from animation_track_editor.
- Add messages to errors when an animation isn't found.
* 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!
popup no longer tries to close itself a second time
popup no longer closes after having been reopened
fixed bug in RenameDialog not calling base (by inspection)
fixes#59181fixes#60921
reverts #59287
Change the order of checks in _class_desc_select to first try checking current page and GlobalScope
before resorting to slicing either side of ".".
Bug was caused by assumption that no enums or constants in @GlobalScope would contain ".". This is still
assumed elsewhere in the file, so bugs may persist.
Format some comments.
Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
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.
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
Implemented by request of @neikeq to advance in the GDExtension version of Mono.
* If a Resource type is missing upon load, it will be remembered together with its data (Unless manually overriden).
* If a Node type is missing upon load, it will be also be remembered together with its data (unless deleted).
This feature makes working with GDExtension much easier, as it ensures that missing types no longer cause data loss.
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
- Open the menu to add new animation nodes by dragging the transitions to
empty areas and automatically connecting them.
- Adds box selection to the state machine.
- Add feature to group/ungroup selected nodes in a "sub" state machine.
- Add start/end node by default. In addition, add new color to these
nodes to differentiate then.
- Add tooltip for transitions to show the connection "from -> to".
- Add new "type" of transition line when multiple transitions are
grouped.
- Add popup to connect nodes in sub state machine.
- Add dialog to select which nodes can be deleted when they are grouped.
- Add classes:
AnimationNodeStartState
AnimationNodeEndState
EditorAnimationMultiTransitionEdit
- Implements disabled transition
API Changes:
- Now it's posible to add transitions between state machines,
`AnimationNodeStateMachine::add_transition` will works with relative path,
this means you can use it like this `add_transition("Idle", "Walk", tr)`
or `add_transition("Idle", "StateMachine/Shoot)`.
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
Convert method signature parameters to const where it is possible
# Conflicts:
# drivers/gles3/rasterizer_canvas_gles3.cpp
# drivers/gles3/rasterizer_canvas_gles3.h
# editor/plugins/animation_state_machine_editor.cpp
# editor/plugins/animation_state_machine_editor.h
HDRI panoramas designed for realistic lighting can have extremely
bright suns, causing fireflies to appear in the environment reflection
(in addition to making environment lighting too bright when a
DirectionalLight3D is used).
This uses the Filament tonemapping formula.
The new name contrasts it better with `find_parent`, and makes it clear
that it only matches child/descendant nodes.
Also rename `find_nodes` to `find_children` accordingly.
Implements https://github.com/godotengine/godot-proposals/issues/4096
* Nodes can be marked unique to the scene in the editor (or via code).
* Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched.
* Implementation is very optimal, as these nodes are cached.
This replaces the existing "chainlink" instance icon that was
used for external links. That icon is still used for scene instancing.
The icon was designed by redlamp.
Co-authored-by: Taylor Wright <taylor@redlamp.org>
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
Windows export process:
Limit size of executable with embedded PCK to 4 GB.
Use "rcedit" before embedding PCK.
Capture and process "rcedit" errors.
Windows, Linux:
Add support for PCK loading from executable "pck" section.
unzReadCurrentFile(3) returns number of bytes read, so the current code only processes the file if no bytes were read (UNZ_OK is a #define equal to 0).
I've altered the break to occur only on unsuccessful read, (when unzReadCurrentFile(3) returns less than zero), and added an error message for when an unsuccessful read occurs.
Added the ability to import scenes as AnimationLibrary
* Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296
* Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes.
* Helps if you simply want to have animations using a dummy model, which can be shared across multiple models.
Creates a secondary scene importer used only for animations.
**NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.
This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.
Missing (will be done on separate PRs):
* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
Both unselected and selected keyframes feature hover feedback.
This currently only affects standard keyframes (i.e. not booleans,
colors or audio tracks which use custom icons).
Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.
Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.
Fixes#59884.
Multiple fixes:
* Fixed device not being updated correctly (changing the device dropdown did not actually change the underlying event's device)
* Device selection now defaults to `All Devices`
* Device is now displayed in the text shown in the input event editor, and in the action list.
* There was code running twice previously because of the following interaction: 1) input via "Listen for Input" tab. 2) `_set_event` gets called. 3) input list tree selection gets updated to match the listened event. 4) tree "item_selection" signal is emitted. 5) eventually `_set_event` is called again.
* The only reason this was not an infinite loop is because reselection is disabled on the tree. So, the code runs twice - not a big deal, but it is unnecessary processing and it could cause an issue in the future. If someone turns on reselection on the tree, the whole thing comes crashing down. This should prevent that scenario and make the code a bit safer and more robust.
This PR is a continuation to #54886
* Changed Blender path editor setting from binary to installation.
* Add a class to query whether the format is supported.
* This class allows to create proper editors to configure support.
**NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
* Resource that allows saving textures embedded in scenes or standalone.
* Supports only formats that are portable: Lossy, Lossles or BasisUniversal
This is something I wanted to add for a long time. I made it now because @fire
requires it for importing GLTF2 files with embedded textures, but also this
will allow saving Godot scenes as standalone binary files that will run
in all platforms (because textures will load everywhere).
This is ideal when you want to distribute individual standalone assets online
in games that can be built from Godot scenes.
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices.
UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback.
Co-authored-by: thebestnom <shoval.arad@gmail.com>