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`.
- 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.
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.
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)
- 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)
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).
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)
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 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.
When using non-English UI, there were `Index p_idx = -1 is out of bounds (items.size() = 2).`
errors on on startup if any text file is open in the script editor. And clicking the Standard
highlighter option does not check that menu item.
This is caused by `TextEditor` searching for that menu item with unlocalized text. As already
did in `ScriptTextEditor`, this PR stores and searches for menu item with `TTR`ed text.
* Make Undo/Redo menu items disabled when clicking it does nothing.
* Context menu of `TextEdit`
* Context menu of `LineEdit`
* Editor's Scene menu
* Script editor's Edit menu and context menu (for Script and Text)
* Make editor undo/redo log messages translatable.
* Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`.
* Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.
They also work outside the portal system.
This is only available on the GLES3 backend.
This can be useful for advanced shaders, but it should generally
not be enabled otherwise as full precision has a performance cost.
For general-purpose rendering, the built-in debanding filter should
be used to reduce banding instead.
This pull request fixes an issue where the "View" menu in the 3D view toolbar would close when you selected either the "View Origin" or "View Grid" checkboxes. This was inconvenient and wasted time by making you have to reopen the menu in order to get to other settings anytime you changed this.
(cherry picked from commit 3ffd75107d)
- Use the ° symbol instead of "deg" to reduce clutter.
- Round the displayed lengths to only one decimal instead of two
to further reduce clutter.
- Don't make the `px` suffix localizable, as it isn't localizable
anywhere else in the editor.
(cherry picked from commit 026aea681d)
I had forgotten to add a call to update_portal_tools() at the end of the SpatialEditor constructors. This ensures that the portal UI is off by default in normal use without portals.
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.
It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.
Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.
In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.