Commit Graph

987 Commits

Author SHA1 Message Date
Tomasz Chabora 5e7f963923 Make closing current scene faster 2021-06-14 19:48:15 +02:00
Rémi Verschelde ac73059b56
Merge pull request #49123 from aaronfranke/it-is-time
Add a Time singleton
2021-06-12 22:55:25 +02:00
Rémi Verschelde 8d4046929c
Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-io
Core: Move DirAccess and FileAccess to `core/io`
2021-06-11 16:51:10 +02:00
Rémi Verschelde 6b0183ec89
Merge pull request #49279 from Calinou/rename-string-is-abs-path-method
Rename `String.is_abs_path()` to `String.is_absolute_path()`
2021-06-11 15:58:16 +02:00
Aaron Franke f64fea1b23
Add Time singleton 2021-06-11 09:32:39 -04:00
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to `core/io`
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Rémi Verschelde f178e7abd7
Merge pull request #48834 from daniel-mcclintock/fix-distraction-free-state-loss
Fix out of sync ScriptEditor distraction mode when `Separate Distraction Mode` is Enabled
2021-06-09 11:28:19 +02:00
daniel-mcclintock 45fc6c4706 Fix out of sync separate distraction-free mode 2021-06-09 09:27:30 +10:00
Andrii Doroshenko (Xrayez) 293550f56a Separate version hash from version number in editor and project manager
When copy-pasting the version from About dialog to bug reports at GitHub,
this makes the version hash linkable to commits at GitHub.
2021-06-08 17:30:37 +03:00
Rémi Verschelde aa251c310a
Merge pull request #49325 from reduz/rename-gi-classes
Rename GI Classes
2021-06-06 09:50:06 +02:00
TwistedTwigleg 8aa3c2f091 New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.

This work was sponsored by GSoC 2020 and TwistedTwigleg.

Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2021-06-05 15:19:51 -04:00
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
Yuri Sizov 638cd3b056 Replace get_settings_dir with get_config_dir when fetching configuration paths 2021-06-03 18:24:26 +03:00
Hugo Locurcio 5ea1c75d63
Rename `String.is_abs_path()` to `String.is_absolute_path()`
This is more consistent with `NodePath.is_absolute()`.
2021-06-03 16:00:06 +02:00
reduz d95bc3fa67 Use bold fonts in editor
* Labels are now bold
* Categories in trees are bold
* Main editor buttons are bold
* Fixed section folding arrows in inspector
2021-06-02 12:47:57 -03:00
Rémi Verschelde f0aa4e597a
Merge pull request #49178 from YeldhamDev/remove_dim_option 2021-05-31 12:27:01 +02:00
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
Michael Alexsander 38e635bb1d Remove `dim_editor_on_dialog_popup` from editor settings 2021-05-28 21:04:38 -03:00
Lightning_A a6984f8d28 Add the ability to reload the current project 2021-05-26 09:37:37 -06:00
Rémi Verschelde d3ba922ba8
Merge pull request #48854 from pycbouh/editor-reuse-resource-picker
Use `EditorResourcePicker` in the Inspector
2021-05-21 12:03:27 +02:00
Rémi Verschelde 4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Yuri Sizov e9206a55ea Use EditorResourcePicker in the Inspector 2021-05-19 21:39:15 +03:00
Rémi Verschelde 2076580080
i18n: Sync translations with Weblate
(cherry picked from commit bcedd09742)
2021-05-18 12:09:50 +02:00
Rémi Verschelde fead3fff17
Merge pull request #47260 from pycbouh/editor-resource-picker 2021-05-17 17:33:59 +02:00
pycbouh e8f15f7996 Add EditorResourcePicker control based on the Inspector editor for Resources
Fix formatting for the docs
2021-05-17 15:26:22 +03:00
kleonc 5a8314016a Fix crash after disabling plugin using set_force_draw_over_forwarding_enabled() 2021-05-17 11:01:15 +02:00
Hugo Locurcio 3eae2f9c6d
Add "Support Godot Development" option to the editor's Help menu 2021-05-15 01:58:29 +02:00
Rémi Verschelde 5c81fbdc19
Merge pull request #48667 from pycbouh/editor-respect-custom-themes
Keep custom editor theme when changing editor settings
2021-05-14 10:31:52 +02:00
Yuri Sizov 56aedcee17 Keep custom editor theme when changing editor settings 2021-05-12 16:08:21 +03:00
Hugo Locurcio 728fa3ff71
Handle portrait mode monitors in the automatic editor scale detection
Using the smallest dimension of the width and height makes it possible
to support both landscape and portrait monitors.
2021-05-09 23:35:24 +02:00
Daniel Lungaro 2bae31a4df Remove plugin from enabled if there's an error
inform user in warning message

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>

Refactor remove plugin from enabled
2021-05-09 13:51:09 -07:00
Rémi Verschelde 5d116b5d73
Merge pull request #48574 from Calinou/editor-add-new-scene-shortcuts
Add shortcuts for New Scene and New Inherited Scene actions
2021-05-09 13:53:52 +02:00
Hugo Locurcio 39f9b92f54
Save the current script when pressing Ctrl + S if no scene is open
- Tweak the dialog messages to be more informative.
  - The "Saved N modified resources" dialog is not a warning per se,
    so make it more explicit.
2021-05-09 12:29:50 +02:00
Hugo Locurcio 44b22540e1
Add shortcuts for New Scene and New Inherited Scene actions
These default to Ctrl + N and Ctrl + Shift + N respectively.
2021-05-09 11:30:36 +02:00
Rémi Verschelde c3f7465b7e
Merge pull request #48535 from groud/tiles_squashed
TileSet and TileMap rework (squashed)
2021-05-07 20:46:06 +02:00
Gilles Roudière a3dda2df85 Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
  collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
2021-05-07 18:06:17 +02:00
Rémi Verschelde 04e995dd5d
Merge pull request #48466 from EricEzaM/output-log-save-state
Made Editor Log buttons save their state, per project.
2021-05-07 00:47:41 +02:00
Hugo Locurcio ce4aa07276
Implement the `%command%` placeholder in the Main Run Args setting
This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`

The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.
2021-05-07 00:05:02 +02:00
Rémi Verschelde 6e621441ca
Merge pull request #45607 from Calinou/improve-editor-theme
Improve the editor theme
2021-05-06 16:45:07 +02:00
Eric M 902d468f52 Made Editor Log buttons save their state, per project. 2021-05-06 00:48:19 +10:00
CaptainProton42 16304aaa3b Fix 3D scene preview generation.
File system dock previews will now be generated for 3D scenes when no
editor feature profile is set.
2021-05-04 16:40:26 +02:00
Rémi Verschelde 4e7ca279fc
Merge pull request #47855 from aaronfranke/doubleclick
Rename `doubleclick` to `double_click`
2021-05-04 13:12:17 +02:00
Aaron Franke 0de9a7d803
Rename `doubleclick` to `double_click` 2021-05-04 04:38:08 -04:00
Hugo Locurcio be01025376
Make it possible to copy the Godot version identifier by clicking it
This closes #24317.
2021-04-28 17:35:57 +02:00
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
Hugo Locurcio f10c30a9ed
Add a "save on focus loss" editor setting (disabled by default)
This performs a Ctrl + S action every time the editor window loses focus,
saving both scenes and scripts as needed.
2021-04-11 15:40:38 +02:00
Hugo Locurcio d2dec8d614
Allow using the mouse wheel to navigate scene tabs
This works in a way similar to tabs in KDE or some patched
Chromium builds.
2021-04-07 15:28:10 +02:00
Kongfa Waroros 6294507acb Add Various ColorPicker shapes 2021-04-06 22:48:03 +07:00
Hugo Locurcio 09f38ea215
Improve error messages for missing export presets when using `--export`
- Display a specific error message if the project doesn't have an
  `export_presets.cfg` file.
- Display a list of detected export presets if an invalid export
  preset name is supplied.
2021-04-06 14:27:15 +02:00
Rémi Verschelde 0f0c0e5933
Style: Apply clang-tidy's `modernize-use-bool-literals` 2021-04-05 13:16:35 +02:00
Rafał Mikrut 504bc5cc67 Fix crashes in *_input functions 2021-04-05 08:52:21 +02:00
Marcel Admiraal fd30c36985 Rename Texture.get_data() to get_image() 2021-03-28 13:00:46 +01:00
kobewi 76240515d8 Save project after opening 2021-03-26 14:10:41 +01:00
Hugo Locurcio 31fa1af0c0
Hide renderer selection dropdown in the editor as it's not implemented
It will take at least a few months until an OpenGL renderer is made
available for the `master` branch.
2021-03-25 18:09:22 +01:00
Rémi Verschelde 7ed2220928
Remove now unnecessary ResourceImporterCSV importer
Its only purpose was to prevent importing CSV files as translations, but it
would still import them as *nothing*, leading to workflow issues.

This is now properly fixed with #47268 which allows disabling the import for
specific files.
2021-03-23 15:49:30 +01:00
Aaron Franke 10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
Juan Linietsky 97a3a66220 Improved 3D Scene Importer
* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.

WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-03-22 12:16:40 -03:00
Rémi Verschelde 5375da2fdb
Merge pull request #44333 from lupoDharkael/preferred-extension
Save resource: give .res less priority as preferred extension
2021-03-15 08:22:09 +01:00
lupoDharkael f2e906496b Save resource: implement extension priority
give .res less priority and .tres more priority as preferred
extensions.
2021-03-13 22:09:17 +01:00
jmb462 49d5ec073f Fix crash on closing empty modified scene 2021-03-13 18:19:29 +01:00
kobewi af069109be Don't check modified time if file doesn't exist 2021-02-26 23:18:50 +01:00
Danil Alexeev c6435e1d47 Fix "editor/editor_help" shortcut (again) 2021-02-21 00:15:26 +03:00
Rémi Verschelde 310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez 8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
Eric M 49714b0963 Removed hardcoded shortcuts from /scene and converted to input actions
This removes hardcoded actions from things like LineEdit and TextEdit.

Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
2021-02-18 16:22:51 +01:00
reduz 64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Rémi Verschelde 72f74eb29e
Merge pull request #45943 from KoBeWi/YEEEET
Remove Merge From Scene
2021-02-18 15:15:19 +01:00
Rémi Verschelde b21f854b7f
Merge pull request #45910 from Ansraer/default-scale-highres-monitor
Adjust auto scale on 4k monitors to 150%
2021-02-14 12:54:04 +01:00
reduz 288540a690 Fix editor always redrawing
-Only update rendering settings when project settings change
-Fixes the update spinner (and editor rendering) updating all the time.
-Added a "project_settings_changed" signal to EditorNode and EditorPlugin
2021-02-13 14:57:28 -03:00
kobewi 6b4faa355c Remove Merge From Scene 2021-02-13 01:35:03 +01:00
reduz b9b68b755c Improved Inspector Sub-Resource Editing
-Better margins
-Colors to delimit subresources better.
2021-02-12 09:31:47 -03:00
Ansraer 466cf0b466 Adjust auto scale on high res displays 2021-02-12 01:12:25 +01:00
reduz f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
reduz 1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Rémi Verschelde b1c60c757f
Merge pull request #31747 from KoBeWi/scene_stalking
Detect external modification of scenes
2021-02-10 14:31:29 +01:00
kobewi c390c82014 Detect external modification of project.godot 2021-02-09 14:44:44 +01:00
reduz 8faf23b52b Simplify Volumetric Fog
-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
Danil Alexeev 2105b6a070 Fix "editor/editor_help" shortcut overwriting when restarting editor 2021-02-04 18:21:29 +03:00
Rémi Verschelde 5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
Rémi Verschelde 1da4215841
Merge pull request #43223 from KoBeWi/dedit
Disable active editors when node gets deselected
2021-01-29 12:29:15 +01:00
Pedro J. Estébanez 99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
Rémi Verschelde 6cba658934
Merge pull request #44194 from madmiraal/fix-font_selected_color
Change themes font_color_selected to font_selected_color
2021-01-26 00:03:40 +01:00
reduz a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
reduz 6fe342478b Several GI related optimizations and fixes
-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll

-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed

-Added a half size GI option.
2021-01-24 19:29:07 -03:00
Marcel Admiraal 8eb39f4e8b Change themes *_color_* to *_*_color
Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color

Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
2021-01-24 06:28:49 +00:00
Dodoveloper c3abda0b13 Fix #33326 by reopening scenes 2021-01-21 23:23:54 +01:00
Shatur95 64d23b2295 Detect plugins recursively 2021-01-19 18:09:30 +02:00
Rémi Verschelde eba982b9a3
Merge pull request #45270 from Calinou/editor-tweak-font-hinting-hint
Tweak the "Auto" editor setting hints to be more indicative
2021-01-18 16:47:18 +01:00
Hugo Locurcio 57654508c9
Tweak the "Auto" editor setting hints to be more indicative
This affects the editor scale and font hinting settings which will now
display their automatically chosen value in parentheses.
2021-01-18 16:29:04 +01:00
Rémi Verschelde 688f4aebef
Merge pull request #32321 from Calinou/editor-disable-quit-confirmation
Remove the editor quit confirmation when there are no unsaved changes
2021-01-18 12:40:17 +01:00
Tomasz Chabora 412125f191 Detect external modification of scenes 2021-01-16 23:33:04 +01:00
ArrowInAKnee 13e7f1193a Remove unnecessary file existence check when saving scene 2021-01-16 01:22:09 +03:00
Rémi Verschelde af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
Marcel Admiraal 2a74b388d0 Split OS::execute into two methods
1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
2021-01-09 10:03:23 +00:00
Hugo Locurcio 682640083e
Remove the editor quit confirmation
The editor will still ask for confirmation if the user is working
on unsaved scenes.
2021-01-06 19:43:08 +01:00
Rémi Verschelde a7baf01352
Merge pull request #44950 from reduz/shader-debugger
Added ability to visualize native shaders
2021-01-06 16:28:45 +01:00
reduz cdb216f4e4 Added ability to visualize native shaders 2021-01-06 09:40:09 -03:00
Eric M a54110ba60 Made save dialog open immediately when running unsaved scene.
Previously there was an unneeded confirmation dialog.
2021-01-06 12:29:52 +10:00
Rémi Verschelde 950dedbb68
Merge pull request #42779 from volzhs/editor-file-dialog
Enhance editor file dialog
2021-01-03 13:37:42 +01:00