This makes it easier to notice that some menu items only appear when
specific nodes are selected.
This change applies to both 2D and 3D editors, including both plugin-based
menus and the hardcoded 2D layout/animation contextual menus.
- Now able to display up to 32 layers in physics (still 20 for render)
- Adjustable grid size to fit available space in dock
- Expansion icon to display more layers vertically
- Layer numbers in cells to help with selection
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors
Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>
Binormal sign is encoded in the y coordinate of the encoded tangent
Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors
sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing
Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults
Created shader flags to specify whether octahedral or cartesian vectors
are being used
Updated importers to use octahedral representation as the default format
for importing meshes
Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
- Use background and line colors that match better with the
rest of the editor.
- Use translucent lines to make overlapping lines visible.
- Tweak the error message to mention the UV layer in question
when there is no UV for a defined layer.
(cherry picked from commit 8cdfd2e706)
- Allow some tolerance when clicking the plane move/scale,
even if the click is actually slightly outside the plane
(similar to Blender).
- Make the rotate manipulation circles visually thinner to be
less distracting.
- Make the hovered color less saturated to be more distinguishable
from the non-hovered state.
- Don't set brightness above 1.0 to prevent the gizmo from glowing
when hovered.
(cherry picked from commit 6cfcbbbb93)
- Makes tips clearer and more consistent.
- Removes outdated "shift+v" that doesn't work
- Adds Ctrl+RMB for adding nodes at position
- Removes tip for non-existent Alt+Drag in 3D select tool
(cherry picked from commit 6b90e2df6c)
This also changes the display mode tooltips to reflect the fact that
times are now displayed in milliseconds instead of seconds.
(cherry picked from commit e837e04ef8)
A Camera node still has to be selected to initially enable camera
preview, but another node can then be selected and the preview can
be disabled by pressing the shortcut key again.
`localhost` was removed as it won't work out of the box. It can be added
by the user if they're working on the asset library itself.
This won't affect existing installations due to how the editor settings
are stored, but existing installations will keep working fine.
(cherry picked from commit eac8ba6ce8)
Allows users to have the RoomManager as the roomlist.
Fixes a couple of bugs dealing with situations where users attempt to link Portals to Rooms outside the roomlist.
Adds a PortalEditorPlugin allowing you to flip individual portals.
* If not present, the dialog asks to load build sources from a file.
* The export templates check now also verifies that build sources are installed and skips the template check.
This makes Android development easier.
(cherry picked from commit 6639cc9853)
* It seems both cell_selected and multi_selected were being triggered,
* This caused inspector updating twice.
* cell_selected connection and callback were removed.
Co-authored-by: Juan Linietsky <reduzio@gmail.com>
- Implement timeline scrobbling using Alt + Mouse wheel anywhere in the
animation track editor.
- Snap settings are followed, and precise snapping can be obtained by also
holding down Shift.
- This modifier wasn't used by anything in the animation editor.
- Allow zooming by using Ctrl + Mouse wheel on the timeline itself.
- Previously, this was only possible on the track area, not the timeline.
- Focus the project search box when switching from the Templates tab
back to the Projects tab in the project manager.
- Add a context-specific placeholder for the asset library search box.
- Rename "Search" project filter box placeholder to the more
descriptive "Filter projects". When performing a search on an
existing selection, "Filter" is more accurate than "Search".
- Add 1-5 shortcuts to zoom between 100% and 1600% quickly
(similar to GIMP).
- When holding down Alt, go through integer zoom values if above 100%
or fractional zoom values with integer denominators if below 100%
(50%, ~33.3%, 25%, …).
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.
Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.
Also the room conversion logs are refined to be more compact and informative.
A warning icon is also added in the gizmo for portals where autolink fails.
- To make things easier to follow, display the asset name in
confirmation dialogs.
- Display the number of conflicting files in the asset extraction dialog.
This reduces the number of clicks required to install an asset.
(cherry picked from commit 2708fcf13d)
Allows to see version diffs without having to expand the bottom panel
manually when clicking on a changed file in the "Commit" dock.
(cherry picked from commit 0fce7aea88)
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
Specific change for 3.x:
Add support for Vector<Vector3> and PoolVector<Vector3> in the convex hull generator.
Now the process uses a Map to lookup node pointers instead of iterating
over all modified node paths in a list and comparing them for each
property to check.
The process also avoids checking properties with empty node paths and
does an early exit on deleted nodes to avoid checking the node and its
descendants.
Also made a minor change in NodePath::rel_path_to() to avoid resizing a
Vector many times for long paths (with copy-on-write each time). Now
it's down to 2 resize calls in any case.
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 is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).
The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.
Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
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.
The About button is located in the bottom-right corner of the
project manager.
This allows removing the copyright notice from the window title
(which looked a bit ugly in comparison to other applications).
Previously if more than one Godot editor was running then the debugger of one editor would not work because both editors were trying to connect on the same port.
This commit attempts to fix this by allowing the debugger to change the port at runtime in such cases.
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
Backport of #48239.
When there is no selection, the camera will center around the
world origin.
This helps people get back to the world center if they haven't added
any nodes yet.
(cherry picked from commit fc055e1993)
When ctrl-clicking in the code editor, the view will now be centered on the function result.
Also replaces a circumstance where goto_line_centered should be used.
(cherry picked from commit 2b775bd698)
- 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.
(cherry picked from commit 09f38ea215)
During the development of 3.3, internationalization features were added to allow arbitrary bone and node names.
However, doing so will break all references and existing animation clips for projects upgraded from 3.2
This adds an import setting, enabled by default, but disabled for newly generated .import files which restores the old behavior.
This makes it possible to see whether a scrollbar grabber is at the top
or at the bottom of a scrollbar. Also, if a scrollable area is very
large, this makes it easier to notice that the area can be scrolled
(since the grabber is proportionally very small).
The scrollbar grabbers were also made thicker and slightly more opaque
for better visibility, especially in peripheral vision.
(cherry picked from commit b60b6ddba4)
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.
(cherry picked from commit 7ed2220928)
* Removes error shown when file is in 'keep' mode
* Display a warning when attempting to open the file
* Closes#47296
(cherry picked from commit 4706297356)
The new CollisionObject gizmo used for custom shapes was used with
higher priority due to alphabetical order and was preventing physical
bones from being displayed in the editor.
Keyframe times shift slowly in imported animations, starting with a zero shift
at the beginning and increasing and becoming erratic slowly farther into an
animation, reaching significant levels at times after about 3 minutes into an
animation. This commit fixes the issue by increasing the precision of the
floating point numbers used for keyframe time calculations. Only the most
significant cases that cause fast accumulation of errors over a short animation
duration are fixed. Other cases that would have a marginal benefit from
switching to double precision numbers are left for another PR/further analysis.
Note that this change has no impact on the runtime performance of games/apps
created using Godot. It only affects the GLTF importer.
Fixes#47127.
(cherry picked from commit 6770a9413b)
The changes made in this commit refresh the URL OptionButton when editor settings are modified.
No need to restart any more for the changes to appear in the Asset Library.
Fix#46977
(cherry picked from commit 6525d74623)
When creating a Windows folder via a Godot's dialog, the extra spaces are not removed which causes problems with Windows. We now remove leading and trailing whitespace when creating a dir.
(cherry picked from commit c8538153b0)
ALT key modifier was hardcoded is node_3d_editor_plugin.cpp and didn't take editor settings into account.
Fix#46973
(cherry picked from commit 31077d875e)
Fix#46961:
This commit correctly initialize capitalization in sub-inspectors (like shaders's sub-inspector in the inspector panel) with the editor settings.
(cherry picked from commit 281f5a4999)
Fixes crash that happened while exporting if zero files were selected
and adds more error handling to EditorExportPlatform class.
(cherry picked from commit 15656d4182)
With smaller arrays/dictionaries, this makes it possible to view all of
an array/dictionary's items on a single page.
Larger values could be used, but make switching between node selections
quite slow, especially on low-end CPUs. They could also be problematic
with complex resource inspectors for arrays/dictionaries that contain
Resources.
This closes https://github.com/godotengine/godot-proposals/issues/2058.
(cherry picked from commit d97d65b184)
- 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` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
- 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)
- Based on C++11's `mutex` and `condition_variable`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
The font size of the Find in Files dialog used to get out of sync with
the code editor font size.
The font of the Find in Files dialog is now updated each time there is a
change to the theme. This way, the font size of the Find in Files
results changes in response to the code font size being changed using
Ctrl +/- or using the Editor Settings.
Fixes#35499
(cherry picked from commit 011fdece6d)
This hints the user that the project manager is currently busy
loading the project. This is important for the HTML5 editor as the
current feedback isn't very obvious.
This also removes the unused `_exit_dialog` function.
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default.
When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
Enabling filtering and mipmaps on the editor fonts makes the text
look slightly better. While not as good as SDF-based fonts, it should be
more usable already.
This change impacts the visual script and visual shader editors.
This partially addresses #16220.
This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.
I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
(cherry picked from commit 73e62dffb9)
Cinematic preview enables the Camera3D preview automatically.
When previewing a Camera3D, the rotation gizmo isn't displayed as
it can't be used.
(cherry picked from commit fa1d853eeb)
This affects the editor scale and font hinting settings which will now
display their automatically chosen value in parentheses.
(cherry picked from commit 57654508c9)
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.
There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.
The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.
This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
fix for issue #44282
AABB for collision geometry was being calculated based on parent nodes transform without consideration for collision geometries translation.
Also hopefully clarified logic for selecting starting point for ray cast
(cherry picked from commit 4f171afecc)
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
We should first attempt loading as external files, thus creating a dependency.
Loading as a buffer should only be used as fallback to support manually loading
as PNG or JPEG depending on the defined mimeType.
Fixes#44309, was a regression from #42504.
(cherry picked from commit e268a8e523)
1. show valid directory path when opening editor file dialog
2. keep file name when changing path by entering path
3. add first extension in filter automatically if not given
4. remove directory in recent list if it's not valid anymore
(cherry picked from commit 1f4b1e1488)
The blue accent color is now used, which matches the default editor
accent color.
It doesn't change to match the currently configured accent color
automatically, but doing so would require modifying the CheckButton
class a lot for little benefit.
(cherry picked from commit 114c1a78d9)
- Brighten gizmos when highlighted to make the difference between a
non-highlighted and a highlighted gizmo more visible.
- Tweak the manipulator gizmo size property hint.
(cherry picked from commit 8522ac7711)
The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.
Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.
There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).
Fixes#28669.
(cherry picked from commit 1a31274855)
This partially reverts #44041.
Also fix the bogus label about lack of GLES3 support being always shown...
It was meant to be behind a check but I had left it out while testing, and
forgot to put it back.
fix for issue #44231: snap_selected_nodes_to_floor() results in an editor
crash when a child collisionshape has invalid shape object
(cherry picked from commit 52f6e0b5ad)
This only applies to the project manager instance, what driver is used is otherwise
still defined by the project settings for a running game/editor.
Should help users who have issues with buggy GLES3 drivers to still use the project
manager to create and edit GLES2 projects.
Now that the F1 key is available, we can bind Search Help to the key
generally used in other applications to open the help menu.
(cherry picked from commit 42685f514f)
This matches the 2D editor default behavior.
Powers of two are usually better for grid divisions as they are often
used in level design.
(cherry picked from commit 31cf3e2572)
image/gif is not supported in the glTF 2.0 specification,
these files are broken. But let's be lenient...
Fixes#43638.
(cherry picked from commit f70cc0a60e)
Export presets contains the export_path option, to specify the default
export location, but the CLI export option disregarded that, and always
required and export path to be specified.
After this commit, if the export path is not specified in the command,
the one in the preset will be used, erroring only if it's not present or
invalid.
(cherry picked from commit 032a1c5dc3)
Switching between editors now requires holding Ctrl to avoid
conflicts with the new F2 shortcut.
The asset library can now be accessed by pressing Ctrl + F4
on Windows and Linux, or Alt + 4 on macOS.
This partially addresses #38139.
(cherry picked from commit 79e4e26738)
This check was there since the first commit in 2014, but a later feature added in 2018
with #17717 did not properly update the code while adding non animation-related code
in `perform_node_renames`.
Fixes#40532.
(cherry picked from commit d107fd4c9e)
This also makes borders always display in the editor theme,
even if the editor scale is below 100%. Otherwise, "focus" outlines
would vanish when using an editor scale below 100%,
which harms usability.
- The grid is now infinite, it follows the camera.
- The grid is now dynamic, if you zoom in and out, the grid subdivides,
expands, and fades.
- You can now enable grid planes for the XY and YZ planes. Only the flat
XZ plane is enabled by default. Each plane is independently dynamic
of the others.
- The default grid size has been increased to 200, and the maximum
has been increased to 2000. At 1000, the grid mostly looks edgeless.
- If you set the division level max and min to the same value then
the grid does not expand or subdivide, but instead stays the same size
and just follows the camera. Also, if these values are the same,
the bias value does nothing.
- If you want to have Blender-like behavior, set max to 1, min to 0,
and set the bias to a really low value. You may also wish to increase
the grid size if you have a small bias.
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
- Draw two boxes slightly offset from each other to give the illustion
of a thicker outline.
- Decrease the offset compared to the 3D node's AABB to give a more
accurate representation of its size.
- Make the box fully visible instead of only displaying the corners.
- Draw a x-ray version of the box that's more translucent, but visible
through walls. This helps make the box more visible while still
having a sense of depth.
- Use an orange color similar to the 2D editor.
Undo/redo log messages will now specify the modified node's
name (or number of modified nodes if several were modified).
On top of that, the new position/rotation/scale/pivot offset
will also be mentioned in the message.
(cherry picked from commit 996740de43)
Hide the back sides of the rotation gizmo circles and add a white
outline for better visualization of the rotation "sphere".
This is a 3.2 backport of @JFons work on the master branch; all credit
goes to him.
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).
As a result, it should be enabled only when banding is noticeable enough.
Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
The editor used to only copy drag-dropped files in the File System pane
if the given file was a valid resource, or had a specific file format
(ttf, otf).
With this PR, all drag and dropped files are copied instead, no matter
their extension.
(cherry picked from commit 410b324740)
Treats application unfocus as a mouse release for
TOOL_PAINTING, by finishing the undo state and
resetting the tool. Also sets a flag to prevent extra
lines from being drawn when the application is refocused.
fixes#42398, fixes#24970
(cherry picked from commit 70a4cd1afe)
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.
Batching is extended to cover more primitives.
1. _gen_unique_bone_name(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i, const String &p_name) won't return an empty string.
2. String GLTFDocument::_sanitize_bone_name(const String &name) will keep Japanese characters. Like: "全ての親".
3. The sanitize function allows the bone name to be not just alphanumeric. The only required conditions are the ones in add_bone.
> ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
(cherry picked from commit 7b76f8783f)
The glTF 2.0 spec only makes `mimeType` mandatory for `bufferView` image data,
so the previous logic to handle URIs with base64-encoded images could fail if
`mimeType` is undefined.
The logic was documented and refactored to better handle the spec, notably:
- `uri` and `bufferView` are now mutually exclusive, and only the latter fails
if `mimeType` is undefined.
- `uri` with a file path will now respect the `mimeType` if defined, and thus
attempt loading the file with the specified format (even if its extension is
not the one expected for this format). So we can support bad extensions (PNG
data with `.jpg` extension) or custom ones (PNG data in `.img` file for
example).
- `uri` with base64 encoded data will infer MIME type from `data:image/png` or
`data:image/jpeg` if it was not documented in `mimeType` initially.
- `uri` with base64 encoded data, no `mimeType` and `application/octet-stream`
or `application/gltf-buffer` will fall back to trying both PNG and JPEG
loaders.
Fully fixes#33796 (and fixes up #42501).
(cherry picked from commit 2e99d0b26f)
See https://github.com/KhronosGroup/glTF/issues/944 for context on the
application/gltf-buffer MIME type.
The glTF 2.0 spec supports `image/jpeg` and `image/png` which can also be
base64-encoded in buffer URIs.
Fixes#33796.
(cherry picked from commit 34a50310ad)
Entering text will now start searching automatically after 0.25 seconds
have passed (debounce delay).
This removes the need for a separate Search button.
(cherry picked from commit 6055db2a72)
- Make it possible to drag a negative easing or an easing of 0 back to
a positive value.
- Clamp the value between -1000000 and 1000000 to avoid issues
related to infinity.
- Display more decimals for numbers closer to 0, less for large numbers.
- Display trailing zeroes in decimals to avoid flickering when dragging.
This closes#18712 and closes#22079.
(cherry picked from commit 028de11db8)
We originally used `pt_PT` (i.e. Portuguese (Portugal)) to distinguish with
the Brazilian Portuguese variant `pt_BR`, as both are significantly different
and need separate translation files.
But Portugal's Portuguese (or "European Portuguese") is close to the variant
spoken and written in other Portuguese-speaking countries such as Angola and
Mozambique, so it makes sense for users of these countries to also have access
to the European Portuguese translation (at least until translators decide that
adding e.g. `pt_AO` and `pt_MZ` variants would make sense, taking into account
the translation effort that this duplication implies).
Godot's locale matching checks first for the full locale (e.g. `pt_AO`), and
if no translation is found, it checks for the non-regional language code
(`pt`), so this change enables translations for Portuguese speakers outside
Portugal and Brazil.
(cherry picked from commit 1e2f55e273)
Fixed issue where using arrows to change the selected tile would not reach all subtiles in an autotile, only going up to the second to last row and column.
- Use postfix notation for types in the method selector
(for consistency with the editor help).
- Perform a case-insensitive match and replace spaces with underscores
in the search string.
- Fix extraneous space after the `void` return type.
(cherry picked from commit 4390a9d628)
Use popup_dialog() instead of popup_centered() to show edit dialog/
With popup_centered it is not possible to change the displayed
signal name. When this is not set the previous shown name is show
for the current dialog.
This is no problem when creating a new conenction as popop_dialog
is used there and this would update the title.
Fixes#42074
(cherry picked from commit eeb6c2e22c)
Should fix#27009 where the DefaultProjectIcon was scaling
with the EDSCALE. Now it checks if the icon name is equal
to "DefaultProjectIcon" and sets the scale to 1.0 instead of
EDSCALE.
(cherry picked from commit 740100d671)
Patch for #21755. Node scaling arrows pointed the wrong way when nodes were rotated. Ammend: made math cleaner.
Simplified expression
Changes suggested by Aaron Franke
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
(cherry picked from commit 603febdbfe)
When changing the texture region for a StyleBox, the regions was not updating automatically in the Texture editor.
(cherry picked from commit 7d7727bade)
Fixes: #28683, #28621, #28596 and maybe others
For iOS we enable pvrtc feature by default for both GLES2/GLES3
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc ability detection in GLES2 driver.
Fixed pvrtc encoding procedure.
Fixes#34509 where the theme editor would push away the inspector
if something like "hseperation" is really high.
Now `set_enable_h_scroll` is true which fixes this.
(cherry picked from commit d602be077d)
By default 'add_ios_framework' would not embed a framework to save previous behavior.
New 'add_ios_embedded_framework' would embed framework on export.
New contributors added to AUTHORS:
@hinlopen, @naithar, @rrcore, @SkyLucilfer, @TwistedTwigleg
Thanks to all contributors and donors for making Godot possible!
---
Also changes to relevant code that parses the DONORS.md to match
the new tiers.
(cherry picked from commit d2d4c1c957)
Ensures that the editor preview when placing a tile on a TileMap takes
into account the transformation of the TileMap. Previously, only the
origin of the Tile was transformed, but not its orientation or
scaling.
(cherry picked from commit cf04aabef1)
Editor now changes a color in the inspector only when it is different
from the current one.
Solves fake unsaved changes in editor after using the ColorPicker.
Resolves: #40879
(cherry picked from commit f3626364fc)
This removes:
```
ERROR: get_breakpoints: Condition ' base.begins_with("local://")
```
while running a project with blank scripts caused by deleting
or moving, or built-in scripts which are not yet saved within a scene
on running a project.
(cherry picked from commit 1c70a33d9c)
Methods were being called with InputEventMouseMotion instead of InputEventPanGesture, and they were null.
Fixesgodotengine/godot#16181 on the master branch
(cherry picked from commit 394a7826be)
A static function is added to EditorNode which allows for filename
disambiguation given a list of filenames and the corresponding list of
absolute paths for those files. This function is then used to
disambiguate scene and script tabs in the editor.
(cherry picked from commit 4285211f40)
This means clicking on an EditorSpinSlider to edit its value will
no longer cause the number to be visually offset while it's
being edited.
(cherry picked from commit cc615fee5f)
This change avoids the editor to freeze for several seconds when a
project with lots of scripts is loaded in the editor.
It focuses on a few heavy operations previously executed on all
previously loaded scripts:
- Initialize script resource (script validation/parsing) only
on focus
- ScriptTextEditor: code editor and edit menu are added to the
scene only on focus
- Add to recent scripts only when opening new scripts
(load/save scene metadata)
`ConvexPolygonShape2D` and `ConcavePolygonShape2D` are only meant to be
used directly in code and not in the editor for physics-based use cases
specifically.
Developers are advised to use `CollisionPolygon2D` instead, which does
generate those shapes under the hood, handling polygon convexivity,
proper orientation etc.
(cherry picked from commit dc446203be)
Fix to ensure that undo/redo works when painting bones in the Polygon2D
UV editor. Previously, bone painting would continue silently in the
background, because a mouse click signalling the end of an edit would
not be appropriately dealt with.
(cherry picked from commit 6e60aa3876)
This fixes issue #39844, where the confirmation dialog when a user
attempts to close an unsaved script did not actually save it even after
clicking "Save."
(cherry picked from commit d2a5b92e9b)
This reverts commit 481dbceed0.
Current fuzzy search implementation results in too many
non-useful results.
Could be re-added after result sort/filter/score functionality
is added. See #30072 for example existing implementation.
Fixes: #39128
Reverts: #32043
Fixed format style conflicts:
editor/editor_help_search.cpp
(cherry picked from commit 55d706c352)
Ensures that closure of Polygon2D in the editor takes into account
Grid Snap if enabled. Does this by comparing the polygon start with
grid snap applied to mouse click location. Note: transformation is
applied in order to deal with different editor zoom levels.
(cherry picked from commit b8d55b244a)
The existing theme editor icon could be unintentionally set for any
global class with matching name (`Group` icon, `Group` class_name etc),
which would only show up in the "Create Dialog" context, but not the
scene tree dock.
This change prevents this behavior, and ensures that the icon can be
actually overidden by explicit icon path in `class_name`, if there's any
custom icon to begin with.
The correct built-in type's icon is fetched for child classes if there
are no custom icons detected throughout base classes as well, so it
isn't left empty for those cases.
(cherry picked from commit c177308f80)
`get_global_class_name` for `GDScriptLanguage` is slow because
it forces to parse an entire script each time. This patch ensures
that the icon is actually fetched from the EditorData where they
are loaded beforehand.
This change also makes the behavior consistent with the existing
`get_object_icon` method in EditorNode.
(cherry picked from commit 4a86e2bb76)
Modifies polygon auto-completion based on UV editor scale, in order
to enable finer grained control for the user. Enables selection of
points closer than the current threshold of 8 pixels.
(cherry picked from commit 69d0d89214)
Ensures that behavior when export_presets.cfg file is edited manually
while editor is running remains identical to before commit 44094b0.
(cherry picked from commit 4a7c19e719)
Ensures no error is issued when attempting to preview a resource that
may be scaled down to <1 pixel when resizing to fit the thumbnail.
(cherry picked from commit c7a8dc7bb9)
Occurred when selecting polygon collision mode, then drawing a single point, then selecting rectangle mode, and finally trying to select a rectangle.
(cherry picked from commit 7850d0316f)
Ensures that when the `Selection Only` option is selected, the Replace
tool replaces occurrences of the search phrase only within the selected
region, and in order of occurrence.
(cherry picked from commit 2be3a33cc3)
Now that the 3D editor grid is infinite and adjusts its step automatically,
this helps people get a better sense of scale when moving around in the
3D viewport.
This also fixes the indicator bar drawing on hiDPI displays.
(cherry picked from commit eaae50fe4a)
Reduce repeated iteration through the full text
when counting the number of occurrences of whole
words while searching a file in the editor.
(cherry picked from commit 2433287871)
Ensure that presets are updated with the latest files when
starting up or opening the Project Export dialog. Fixes the
error where Godot would attempt to export deleted files that
were previously selected.
(cherry picked from commit 44094b082d)
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
The crash happens further down when setting an invalid owner in
`Node::_set_owner_nocheck` but I couldn't figure out how to fix it.
But here the proper fix is to catch the invalid scene file early on
and fail loading it.
Part of #17372.
(cherry picked from commit c080ec5da2)
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.
(cherry picked from commit 01802074a0)
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).
(cherry picked from commit bbc435624f)
- 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
(cherry picked from commit fea6ca20c9)
This was previously implemented in the GridMap editor. This makes
the same feature available in the TileMap editor.
(cherry picked from commit def2059d67)
- 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.
(cherry picked from commit 0c0ee427d2)
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.
(cherry picked from commit a96f0e98d7)
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.
(cherry picked from commit 2962819d1c)
It made minor adjustments difficult as the camera moved every time
Align Transform With View was used.
This closes#36738.
(cherry picked from commit a636631e33)
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.
(cherry picked from commit fe53c1b0bd)
PR #30877 was bogus as it made a blend shape-specific code block apply
to everything but blend shapes (as it seemed not to work properly *for*
blend shapes).
The proper fix should thus be to simply remove the problematic
block (and thus cleanup unnecessary logic).
Fixes#32712.
(cherry picked from commit 0034c88c57)
hiding script's panel, helps some users to conserve more space for code text.
this fix remembers script's panel visibility state in project's metadata and restore it on editor start.
Thanks to this, users who never use it and are forced to close it each time editor starts, may close it just once and it will stay like this on next sessions until manually opened again.
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.
This makes the script name appear before the scene file name,
which ensures it's always visible even if the list of scripts is too
narrow to display the full name.
This only impacts built-in scripts with custom resource names.
Unnamed resources will still use `<scene_file>::<id>` naming
in the list of scripts.
(cherry picked from commit e90beade15)
The Request Docs button is partly responsible for layout overflow
issues on narrow displays, such as #31133.
It also tended to attract spam and low-effort issues that were
difficult to act upon. A "Send Docs Feedback" menu option has been added
to replace it.
(cherry picked from commit 2f6f029a75)
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.