This is already allowed when using cinematic preview, but not
when previewing a Camera3D the usual way.
Many operations from the View menu still work while previewing
a camera, such as switching between debug draw modes and toggling
information panes.
(cherry picked from commit fab3d136e0)
Fix more cases of node path needing an update when nodes are renamed or
moved in the editor.
Built-in node properties:
Before, node paths were checked only for script export variables. Now
all properties are checked from the node, which includes built-in node
properties.
Allows proper node path updates for nodes like remote transform, physics
joints, etc.
Arrays and dictionaries:
Node paths nested in array and dictionary properties are now also
updated in the editor.
Also update the documentation to be clear about node path update in the
editor and at runtime.
Co-authored-by: latorril <latorril@gmail.com>
(cherry picked from commit 3e4e530523)
The 2D editor grid toggle shortcut has been changed to use
`KEY_MASK_CMD` for consistency. This means it will now use Cmd
on macOS instead of Ctrl.
(cherry picked from commit 2cc053c64b)
Remove early returns from `EditorNode3DGizmo::intersect_ray` that is preventing to have gizmos that use Mesh collision + Segment collision + Icon.
(cherry picked from commit 2c12297ee1)
- Ctrl + N: New Project
- Ctrl + I: Import Project
- Ctrl + S: Scan for Projects
- Ctrl + E: Edit Project
- Ctrl + R: Run Project
- F2: Rename Project
- Delete: Remove Project
- Already implemented previously, but moved to use `ED_SHORTCUT()`.
Note that depsite using `ED_SHORTCUT()`, these shortcuts won't appear
in the Editor Settings' Shortcuts dialog and won't be remappable since
the project manager code isn't run in the editor.
(cherry picked from commit 9bda49e030)
Since lightmap baking can take a very long time, printing the time
spent can be useful for users tweaking the lightmap settings
to optimize bake times.
Completing lightmap baking will also request attention, which is
useful if you're doing something else while waiting for lightmaps
to bake.
This backports the improved RayCast debug drawing functionality
from the `master` branch.
`ArrayMesh.clear_surfaces()` was also backported from the `master`
branch and exposed because the new debug drawing code requires it.
This performs a Ctrl + S action every time the editor window loses focus,
saving both scenes and scripts as needed.
(cherry picked from commit f10c30a9ed)
This provides better power savings compared to the previous value.
This also speeds up project execution slightly while the editor
is running in the background.
The setting hint can now go as low as 1 FPS (1 million microseconds
per frame), for those who really need the best possible power savings.
This will make previewing animated shaders or particles impossible
when the editor window isn't focused though.
(cherry picked from commit 6f6a09cce2)
Previously, the wrong tooltip was shown.
This also tweaks the tooltips' texts to be clearer and remove
references to "game" (since Godot is used for more than just games).
(cherry picked from commit d1c5dd5b68)
The consensus is that the per-platform strings are not so useful in the
first place, so it's better to revert back to "Delete" for every platform.
(cherry picked from commit 77daadac1d)
When copy-pasting the version from About dialog to bug reports at GitHub,
this makes the version hash linkable to commits at GitHub.
(cherry picked from commit 293550f56a)
The editor only needs to redraw when the camera is moving.
This helps preserver battery life on laptops when using freelook,
especially with the toggle mode (Shift + F).
(cherry picked from commit 21807f8d88)
The name "Singleton" was misleading because Godot does not actually
enforce a singleton pattern for autoloads. They can be instanced
multiple times.
"Global Variable" makes it more obvious that all the checkbox does
is expose the AutoLoad with a global variable for easy access.
(cherry picked from commit 1e53bac8b4)
Using the smallest dimension of the width and height makes it possible
to support both landscape and portrait monitors.
(cherry picked from commit 728fa3ff71)
EditorSettings: Factor code to compute auto display scale
Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544.
(cherry picked from commit f862f9a056)
- Add an help message when no profile is selected.
- This replaces the class/property trees which are now hidden
when no profile is selected.
- Display `(none)` as the current profile when no profile is
currently active.
- Make the newly created/imported profile the current if it's the
first profile to be added to the list.
- Make more strings localizable.
The gizmo icon obstructed the line-based camera gizmo, which made it
difficult to see the actual camera orientation.
This also removes the unused SpatialStreamPlayer gizmo icon.
The default value is 80. The hard line length guideline's default column
has been moved to 100 to account for the new soft line length guideline.
It can be disabled by setting its value to the same column as the
hard line length guideline.
This can be used to invert a normal map's Y direction.
The existing Invert import option that inverts all RGB channels
is kept for compatibility with existing projects.
- Use the editor font color for notch lines and text instead of a more
contrasted color.
- Reuse the editor theme's tooltip styling and apply it on theme change.
- Make the preview label display an explicit `+` sign for positive values.
- Prevent a zero value from displaying as `-0.0 dB` instead of `0.0 dB`.
- Scale notch lines on hiDPI displays.
(cherry picked from commit 534c990e41)
Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
This uses the accent color to match pressed CheckButtons after they
were updated. Checked checkboxes are now more prominent in the user's
peripheral vision, which can be useful at times. This also matches
how checkboxes look in most operating systems and web browsers.
(cherry picked from commit 0d27c4d809)
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.
Additional changes:
- backported and extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
Repeating NPOT textures are not guaranteed to be displayed correctly
in GLES2, since the specification does not mandate support for it.
The warning is also displayed in GLES3 projects that are configured
to allow falling back to GLES2.
This could occur when attempting to save project settings when
no scenes or scripts are open (which is common in a brand new project).
(cherry picked from commit 16876bec76)
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes#44363.
Fixesgodotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
inform user in warning message
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Refactor remove plugin from enabled
(cherry picked from commit 2bae31a4df)
- 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.
(cherry picked from commit 39f9b92f54)
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.
(cherry picked from commit ce4aa07276)
This makes it possible for external editors to pick up the changes.
Most modern editors should reload the file automatically,
but some older/lightweight editors may ask the user instead
(or only warn after trying to save in the external editor).
This closes#41283.
(cherry picked from commit 0ade686601)
- Make the timeline indicator thicker and with an indicator triangle,
similar to the animation editor timeline.
- Add Space bar shortcut to play/pause the audio preview.
- Only seek when clicking or dragging with the left mouse button,
not other mouse buttons.
(cherry picked from commit a50a81b703)
Fixes#48514 by moving the visibility of these buttons into their own if statement that depends on if scene tree editing is allowed. Previously it was under the script editing setting which is unexpected as it works with nodes and the scene tree.
(cherry picked from commit 10d5d4d3cd)
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
When using a negative contrast value, the base color will be lightened
to create the derivative colors instead of being darkened.
This can lead to better-looking themes, especially for light themes.