Rémi Verschelde
e9d12f9e4e
Merge pull request #44521 from madmiraal/rename-rect2-clip
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Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 21:32:14 +01:00
Rémi Verschelde
93acaca8ca
Merge pull request #44528 from Janglee123/no-commit-msg-pre-fill
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Removed default commit message
2020-12-19 21:29:29 +01:00
janglee
718227df6b
Removed default commit message
2020-12-20 00:09:18 +05:30
Hugo Locurcio
7ae487d2bb
Increase the default Camera Zfar to 4000
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This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
2020-12-19 14:52:44 +01:00
Marcel Admiraal
2df9a8ccad
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 12:59:08 +00:00
reduz
d2302f53d6
Implement automatic LOD (Level of Detail)
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
Marcus Brummer
ec97962261
Changed the rotation gizmo handle to use the active axis color
2020-12-16 14:32:02 +01:00
Rémi Verschelde
f9d922b057
Merge pull request #36530 from KoBeWi/text_with_backdrop
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Add outline to ruler tool
2020-12-15 13:00:15 +01:00
Rémi Verschelde
a8df739d7e
Merge pull request #44384 from Calinou/increase-manipulator-gizmo-opacity
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Increase the default 3D manipulator gizmo opacity for better visibility
2020-12-15 12:57:52 +01:00
Hugo Locurcio
8522ac7711
Increase the default 3D manipulator gizmo opacity for better visibility
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- 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.
2020-12-14 23:44:51 +01:00
Tomasz Chabora
f2751f47b0
Add outline to ruler tool
2020-12-14 23:29:22 +01:00
Marcel Admiraal
8509c8c8fc
Rename AcceptDialog get_ok() to get_ok_button()
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Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-14 18:43:52 +00:00
jeffuntildeath
4f171afecc
Snap To Floor improperly offsets node
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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
2020-12-10 20:36:51 -06:00
Rémi Verschelde
d4d05783d6
Merge pull request #44248 from Nickswoboda/fix-dragging-0-items
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Fix scene being modified when arrows are pressed with no node selected
2020-12-10 11:15:34 +01:00
Rémi Verschelde
47538ef9a4
Merge pull request #44234 from jeffuntildeath/master
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fix for snap to floor editor crash bug
2020-12-10 10:52:24 +01:00
Nick Swoboda
66827337fd
Fix scene being modified when arrows are pressed with no node selected
2020-12-09 16:52:12 -08:00
jeffuntildeath
52f6e0b5ad
fix for snap to floor editor crash bug
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fix for issue #44231 : snap_selected_nodes_to_floor() results in an editor
crash when a child collisionshape has invalid shape object
2020-12-09 12:09:41 -06:00
Marcus Brummer
0e4f2ca860
Asset Library: Scroll up the ScrollContainer after page load
2020-12-09 15:24:26 +01:00
Rémi Verschelde
c567a97178
Merge pull request #44218 from aaronfranke/grid-inst-err
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Fix trying to set grid visibility on an invalid instance
2020-12-09 13:02:38 +01:00
Rémi Verschelde
114f97ff11
Merge pull request #44128 from KoBeWi/ 🧹
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Cleanup unused engine code
2020-12-09 13:01:50 +01:00
Aaron Franke
8c1d94ebae
Fix trying to set grid visibility on an invalid instance
2020-12-09 06:33:20 -05:00
Tomasz Chabora
2c048ea164
Cleanup unused engine code
2020-12-09 12:12:36 +01:00
bruvzg
644f739660
Static analyzer fixes:
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Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
Rémi Verschelde
90bdba576a
Merge pull request #43742 from qarmin/editor_modules_default_values
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Initialize class/struct variables with default values in platform/ and editor/
2020-12-08 15:53:42 +01:00
Marcel Admiraal
d5d99aaed6
Use rectangle size instead of extents for Shape dimensions
2020-12-08 11:57:46 +00:00
Marcel Admiraal
a24c38d1a8
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-06 18:16:06 +00:00
Aaron Franke
1b348b3c17
Remove connect *_compat methods
2020-12-05 17:56:47 -05:00
Nick Swoboda
70c946f82d
Change minimum snap step of Tile Set to 1
2020-12-05 08:18:16 -08:00
Rémi Verschelde
c574b4d086
Merge pull request #44091 from madmiraal/rename-cubemesh-boxmesh
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Rename CubeMesh to BoxMesh
2020-12-05 16:48:15 +01:00
Marcel Admiraal
df6b061dbb
Rename CubeMesh BoxMesh
2020-12-05 11:48:26 +00:00
Aaron Franke
5ef62e546f
Rename EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name"
2020-12-04 19:34:50 -05:00
Rémi Verschelde
a84ad91280
Merge pull request #43896 from RandomShaper/fix_rel_probe_vis
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Put misc. 3D tool visible instances on their own layer
2020-12-03 13:29:16 +01:00
reduz
70f5972905
Refactored Mesh internals and formats.
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-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
2020-12-02 13:07:59 -03:00
Rafał Mikrut
e1811b689b
Initialize class/struct variables with default values in platform/ and editor/
2020-12-02 16:09:11 +01:00
Rémi Verschelde
d1231be1c8
Merge pull request #41095 from ThakeeNathees/GDScript-Documentation
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GDScript(2.0) Documentation generation system
2020-12-02 14:15:38 +01:00
Rémi Verschelde
fbbbd9f601
Merge pull request #39743 from aaronfranke/limit-zoom
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Limit the editor zoom and freelook speed based on camera settings
2020-12-02 13:35:51 +01:00
Yuri Roubinsky
dd32d7b7ee
Fixed some errors when changing port name in visual shader expressions
2020-12-02 13:27:37 +03:00
Aaron Franke
896a297c1f
Limit the zoom and freelook speed based on camera settings
2020-12-01 16:14:24 -05:00
Thakee Nathees
42bfa16996
Refactor DocData into core and editor (DocTools) parts
2020-12-02 00:48:39 +05:30
Yuri Roubinsky
b74f1abd25
Fix few bugs in visual shader expressions
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Fixed few bugs in visual shader expressions
2020-12-01 16:55:52 +03:00
Yuri Roubinsky
a9e5701e2a
Fixed crash in visual shader on changing input when preview is visible
2020-12-01 12:11:44 +03:00
Rémi Verschelde
c653e9c470
Merge pull request #42825 from Chaosus/fix_grid_hotkey
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Changes 'always show grid' hotkey to prevent conflict with 'pan mode'
2020-11-30 19:09:13 +01:00
Thakee Nathees
d0e7d9b62f
Documentation generation for GDScript
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- ClassDoc added to GDScript and property reflection data were extracted
from parse tree
- GDScript comments are collected from tokenizer for documentation and
applied to the ClassDoc by the GDScript compiler
- private docs were excluded (name with underscore prefix and doesn't
have any doc comments)
- default values (of non exported vars), arguments are extraced from the
parser
- Integrated with GDScript 2.0 and new enums were added.
- merge conflicts fixed
2020-11-29 19:45:36 +05:30
Yuri Roubinsky
82d64ebd19
Fixed several visual shader inputs
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Fixed several inputs in visual shaders
2020-11-29 16:10:05 +03:00
Yuri Roubinsky
07e752585c
Fixed invalid visual shader outputs (TRANSMISSION, ALPHA_SCISSOR)
2020-11-28 20:42:59 +03:00
Rémi Verschelde
a09846e015
Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-rework
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Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
2020-11-28 09:04:25 +01:00
Rémi Verschelde
a6751e6c58
Merge pull request #41100 from bruvzg/ctl_text_server_interface
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[Complex Text Layouts] Implement TextServer interface.
2020-11-28 09:03:15 +01:00
Pedro J. Estébanez
4eb3286230
Put misc. 3D tool visible instances on their own layer
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This makes that visible stuff invisible to ReflectionProbes, whose preview in the editor shouldn't involve them.
2020-11-26 20:11:00 +01:00
bruvzg
3be31c4960
[Complex Text Layouts] Refactor TextEdit and CodeEdit controls.
2020-11-26 14:25:50 +02:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
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Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Yuri Roubinsky
3e1e01b7ab
Added extra warning to VisualShaderNodeTexture + fix warning appearing
2020-11-26 14:53:47 +03:00
Addmix
177e62a7e4
Update skeleton_3d_editor_plugin.cpp
2020-11-25 17:35:27 -07:00
Rémi Verschelde
613b76cfd5
Merge pull request #43861 from JFonS/fix_gizmo_defval
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Fix binding of default value in EditorSpatialGizmoPlugin::get_material()
2020-11-25 19:28:05 +01:00
jfons
e6949dae72
Fix binding of default value in EditorSpatialGizmoPlugin::get_material()
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It was commented for some reason I can't remember.
2020-11-25 18:55:07 +01:00
Eric M
7941235e06
Add is_valid() check for InputEventKey in CanvasItemEditor.
2020-11-23 21:52:15 +10:00
Eric M
efe5c250d5
Implement new shortcuts system.
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unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
2020-11-23 21:14:26 +10:00
Rémi Verschelde
c9bd11a479
Merge pull request #43668 from GryphonClaw/master
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added shortcuts/hotkeys for tileset editor plugin collision buttons, …
2020-11-19 14:17:23 +01:00
Aaron Franke
71d1909b39
Update the 3D grid when the "View Grid" checkbox is changed
2020-11-19 05:29:37 -05:00
GryphonClaw
cf582262c2
added shortcuts/hotkeys for tileset editor plugin collision buttons, with suggested changes.
2020-11-18 19:54:27 -08:00
Haoyu Qiu
381ba7d554
Fixes rotation in select mode on macOS
2020-11-18 18:16:22 +08:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script
2020-11-16 23:38:11 -05:00
Rémi Verschelde
a7d610db16
Merge pull request #43408 from rcorre/path-gizmos-4.0
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Make Path3D handles visible and consistent with 2D.
2020-11-12 13:12:49 +01:00
Ryan Roden-Corrent
8458ba0aef
Proposal 1246: Make Path3D handles more visible.
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Resolves godotengine/godot-proposals#1246 .
It is difficult to tell the difference between the handles for adjusting
curves and the points themselves when looking at a Path gizmo.
This re-uses the icons used for Path2D.
Unlike Path2D, this does not use a different icon for smooth vs sharp
points, as using a potentially different material for each point would
prevent batching the points in add_handles (and adding them out-of-order
messes up other logic based on handle indices).
This includes a public API change to allow specifying a texture for a
handle material. This allows spatial gizmo plugins to customize the way
a handle is rendered, if desired, but does not break existing behavior
(as providing no texture uses the default).
The path handle icons were resized as well. 16x16 is the standard icon
size. These icons were 10x10 rather than 16x16, and appeared rather
small in the editor.
To resize, I:
- Opened the original in Inkscape
- Resized the document to 16x16
- Opened the transform dialog
- Scaled by 160% proportionally
- Used Align/Distribute to center on the page
- Saved the document
- Cleaned with `svgcleaner --multipass`
2020-11-12 06:37:56 -05:00
Hugo Locurcio
8a3a4fa3a0
Improve the 3D editor selection box appearance
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- 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.
2020-11-09 16:24:12 +01:00
reduz
127458ed17
Reorganized core/ directory, it was too fatty already
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
reduz
f2397809a8
Refactored Variant Operators.
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-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
2020-11-06 12:45:50 -03:00
Aaron Franke
a4f963f2c9
Move call to update the 3D grid into check for updating the view
2020-11-04 04:03:28 -05:00
Rémi Verschelde
be14d9d644
Merge pull request #42979 from Mallos/fix/tilemap-floodfill
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fix(editor): TileMap floodfill with same tile ID and different variation
2020-11-02 17:05:43 +01:00
Rémi Verschelde
9ab6cef2ad
Merge pull request #43192 from YeldhamDev/poly2deditor_buttons_flat
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Set previous tool buttons in the Polygon2D editor to be flat again
2020-10-29 21:35:34 +01:00
Michael Alexsander
3b0cb48bcd
Set previous tool buttons in the Polygon2D editor to be flat again
2020-10-29 16:53:41 -03:00
Michael Alexsander
4b74019ca3
Fix "Move Points" button sometimes not showing up on UV mode in the Polygon2D editor
2020-10-29 16:45:17 -03:00
Rémi Verschelde
a3396fabd5
Merge pull request #42995 from Ev1lbl0w/bugfix-zoom-visibility
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Fix visibility issue with zoom label
2020-10-26 11:15:50 +01:00
Ev1lbl0w
0a581a39d4
Fix visibility issue with zoom label
2020-10-26 09:44:17 +00:00
Rémi Verschelde
368a464e49
Merge pull request #42229 from Calinou/2d-editor-improve-undo-log-messages
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Improve undo log messages in the 2D editor for additional context
2020-10-26 09:34:57 +01:00
Rémi Verschelde
8ee44cc60c
Merge pull request #43075 from Xrayez/color-ramp-to-gradient
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Fixup `ColorRamp` to `Gradient` renames
2020-10-26 08:44:27 +01:00
Rémi Verschelde
33ff670d30
Merge pull request #43050 from Pleto/enhance_tileset_sorting
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Enhancement for tileset sorting
2020-10-26 08:10:53 +01:00
Pleto
0e392bd177
Enhancement for tileset sorting
2020-10-26 06:34:14 +02:00
David Sichma
5b1ddcbf40
Gizmo handles transparent again
2020-10-25 23:01:22 +01:00
Andrii Doroshenko (Xrayez)
8ce2f401dd
Fixup ColorRamp
to Gradient
renames
2020-10-25 18:32:44 +02:00
reduz
84d734da0e
Refactored 2D shader and lighting system
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-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00
Rémi Verschelde
11f362b510
Merge pull request #35766 from YeldhamDev/poly2d_uv_editor_improvements
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Minor improvements to the Polygon 2D UV editor
2020-10-24 01:47:40 +02:00
Eric Tuvesson
8cf88f8ff4
fix(editor): Create new icon for TileMap Rectangle
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ref: #42972
2020-10-22 13:28:34 +02:00
Eric Tuvesson
cefca25796
fix(editor): TileMap floodfill with same tile ID and different variation
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Closes https://github.com/godotengine/godot/issues/40435
2020-10-21 23:56:44 +02:00
Rémi Verschelde
17f682226d
Merge pull request #42904 from Xrayez/rects-rename-fixup
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Fixup `ColorRect` and `TextureRect` renames
2020-10-19 22:34:40 +02:00
Juan Linietsky
85ebf40b6c
Merge pull request #38097 from Calinou/add-viewport-debanding
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Add a debanding property to Viewport
2020-10-19 14:15:44 -03:00
Hugo Locurcio
996740de43
Improve undo log messages in the 2D editor for additional context
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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.
2020-10-19 18:59:52 +02:00
Andrii Doroshenko (Xrayez)
9c3a33a4e8
Fixup ColorRect
and TextureRect
renames
2020-10-19 19:34:35 +03:00
Rémi Verschelde
6b20859984
Merge pull request #42558 from Chaosus/vs_curve
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Added visual shader node to easy gather data from a CurveTexture
2020-10-19 14:58:45 +02:00
Yuri Roubinsky
f402e1e675
Added VisualShaderNodeCurve to easy gather data from a CurveTexture
2020-10-18 09:57:15 +03:00
Yetizone
09356c1f67
node_3d_editor_plugin.h: Update header guard
2020-10-17 18:52:17 +03:00
Yuri Roubinsky
1c546fdaea
Changes 'always show grid' hotkey to prevent conflict with 'pan mode'
2020-10-15 17:30:43 +03:00
Yuri Roubinsky
8351266117
Fix visual shader node expression undo/redo for set_size and expression
2020-10-15 16:11:38 +03:00
Yuri Roubinsky
1fee310a9a
Fix copy/paste/duplicate for particle mode in visual shaders
2020-10-15 11:33:06 +03:00
Yuri Roubinsky
9b5d6f785b
Refactor delete nodes functions in visual shader editor
2020-10-15 10:24:27 +03:00
Rémi Verschelde
1aa8f356e1
Merge pull request #42489 from auderer/tilemapeditor-refocus
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Reset TileMapEditor painting state on application refocus
2020-10-13 10:00:04 +02:00
Yuri Roubinsky
bf37ab52b3
Merge pull request #42692 from Chaosus/vs_add_metallic
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Adds Metallic to spatial light input of visual shaders
2020-10-10 17:47:56 +03:00
Yuri Roubinsky
f4eef287f9
Adds Metallic to spatial light input of visual shaders
2020-10-10 16:55:36 +03:00
Rémi Verschelde
ca2c0b8937
Merge pull request #42568 from DavidSichma/fix-aabb-update
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Make AABB change trigger bounding box update
2020-10-10 10:55:52 +02:00
reduz
26f5bd245c
Implement GPU Particle Collisions
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-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
2020-10-09 13:25:47 -03:00
Haoyu Qiu
e9bec0d76b
Adds pan gesture to StateMachine editor
2020-10-09 20:15:32 +08:00
David Sichma
7701889048
aabb change updates bounding box
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spatial editor will now update the bounding box if aabb or transform
changes
2020-10-05 12:56:57 +02:00
Duroxxigar
4834e14493
Updated getters and setters names for toplevel
2020-10-02 19:09:01 -04:00
Michael Auderer
6d510453e5
initialize refocus_over_tile to false
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Co-authored-by: Tomek <kobewi4e@gmail.com>
2020-10-02 10:42:12 -04:00
Rémi Verschelde
19f72beebb
Merge pull request #42451 from Duroxxigar/rename-toplevel
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Renamed toplevel to be top_level
2020-10-02 10:57:23 +02:00
Michael Auderer
70a4cd1afe
Reset TileMapEditor painting on application refocus
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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
2020-10-02 01:48:14 -04:00
Yuri Roubinsky
17d588f7b3
Merge pull request #42467 from Chaosus/vs_fix_bug
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Updates size of float constant in visual shader if empty is selected
2020-10-01 18:33:23 +03:00
Yuri Roubinsky
fa35733b4c
Updates size of float constant in visual shader if empty is selected
2020-10-01 18:19:36 +03:00
Rémi Verschelde
c646768ba2
Merge pull request #40473 from rcorre/gizmo-doc
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Fix return type on EditorNode3DGizmoPlugin::get_priority.
2020-10-01 14:28:38 +02:00
Rémi Verschelde
56dee7015f
Merge pull request #42458 from groud/fix_cursor_rotation
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Fix scale cursor rotation and handle diagonal ones
2020-10-01 12:51:02 +02:00
Gilles Roudière
6dd19af439
Fix scale cursor rotation and handle diagonal ones
2020-10-01 12:19:45 +02:00
Yuri Roubinsky
50a80db50f
Add an option to select a predifined constant in visual shader editor
2020-10-01 11:11:49 +03:00
Duroxxigar
b687ace7f9
Renamed toplevel to be top_level
2020-10-01 03:17:33 -04:00
Hugo Locurcio
95773bb3c1
Make the pressed autokey icon red to emphasize its "recording" status
2020-09-29 23:22:21 +02:00
Yuri Roubinsky
1f73d122d8
Merge pull request #42407 from Chaosus/vs_drag_and_drop
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Drag & drop 3d/2d array/cubemap texture to visual shader
2020-09-29 15:45:17 +03:00
Yuri Roubinsky
2652debde0
Drag & drop 3d/2d array/cubemap texture to visual shader
2020-09-29 15:27:36 +03:00
Hugo Locurcio
6055db2a72
Automatically start searching in the asset library when entering text
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Entering text will now start searching automatically after 0.25 seconds
have passed (debounce delay).
This removes the need for a separate Search button.
2020-09-29 12:46:49 +02:00
Rémi Verschelde
bebf424c80
Merge pull request #42078 from Chaosus/vs_rename_type
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Renames Type to OpType in VisualShaderNodeMultiplyAdd
2020-09-29 10:34:22 +02:00
Rémi Verschelde
b2e07dd308
Merge pull request #42094 from JFonS/rotation_gizmo_improvements
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Improve rotation gizmo
2020-09-28 10:36:35 +02:00
Rémi Verschelde
c12fc4fa04
Merge pull request #42373 from groud/draw_selection_last
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Draw selected item on top of everything else
2020-09-27 19:55:48 +02:00
Gilles Roudière
16532f51ef
Draw selected item on top of everything else
2020-09-27 18:47:38 +02:00
Gilles Roudière
8e6da0b808
Fix error when dragging anchors with parent's size == 0
2020-09-27 17:44:06 +02:00
Yuri Roubinsky
11043b1a8f
Fix undo for moving multiple visual shader nodes
2020-09-27 14:05:19 +03:00
Rémi Verschelde
78304b904f
Merge pull request #42150 from DashCell/resize_tile_shape_fixed
...
Resize the tile shapes when a vertex is outside of the tilesheet
2020-09-23 10:51:02 +02:00
Yuri Roubinsky
81a44a4145
Fix expressions nodes in visual shaders
2020-09-22 23:07:55 +03:00
Yuri Roubinsky
477f6c880e
Fix UniformRef invalid updating when LineEdit focus out
2020-09-22 09:56:24 +03:00
Yuri Roubinsky
07fb960a88
Fix some bugs in visual shader editor
2020-09-21 22:19:20 +03:00
Dashcell
5355169d3c
Fixes the resize of tile shapes when a vertex is outside of the tilesheet. Fix #34970
2020-09-17 21:14:46 -03:00
JFonS
5cd9e04447
Improve rotation gizmo
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Hide the back sides of the rotation gizmo circles and add a white
outline for better visualization of the rotation "sphere".
2020-09-15 17:12:53 +02:00
Yuri Roubinsky
f137f14e1c
Renames Type to OpType in VisualShaderNodeMultiplyAdd
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To prevent possible conflicts with C# and other languages.
2020-09-15 11:06:18 +03:00
Rémi Verschelde
45f4d8fc92
Merge pull request #42038 from hoontee/_42027
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Fix "Create Trimesh Collision Sibling" transform
2020-09-14 09:19:42 +02:00
hoontee
3cbd626328
Fix "Create Trimesh Collision Sibling" transform
2020-09-13 17:42:52 -05:00
Yuri Roubinsky
0fd9ad8801
Fix visual shader connection regression
2020-09-13 23:48:59 +03:00
Yuri Roubinsky
f726ef1cd7
[VisualShader] Fixes default node's input port not hiding on connection
2020-09-13 19:59:01 +03:00
Yuri Roubinsky
c24e2075cd
Update shader graph if mode is changed
2020-09-12 12:44:01 +03:00
Yuri Roubinsky
8dbf3d7c44
Improve performance of Add/Remove/Connect/Change nodes in visual shader
2020-09-11 15:45:18 +03:00
Paulb23
c0da97d29c
Remove breakpoints from editor settings
2020-09-10 20:35:28 +01:00
Paulb23
33ab9cd621
Move safe line color into editor
2020-09-10 20:35:28 +01:00
Paulb23
d18a90b8f0
Move ConnectionGutter to editor code_editor
2020-09-10 20:35:28 +01:00
Paulb23
4d7df24d46
Add main_gutter (breakpoints, bookmarks, execution lines) to code_edit
2020-09-10 20:35:28 +01:00
Paulb23
1353ed5e44
Added Line numbers to CodeEdit
2020-09-10 20:35:28 +01:00
Paulb23
a0b409cb14
Add and convert editor to use CodeEdit
2020-09-10 20:35:27 +01:00
Rémi Verschelde
49283cb80d
Merge pull request #41795 from Hassan-A/tilemap-rotate-fix
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Fix tilemap tile preview on horizontal/vertical flips.
2020-09-10 12:02:19 +02:00
Yuri Roubinsky
5ba8246cfb
Added Texture3D to visual shaders
2020-09-10 07:40:06 +03:00
Rémi Verschelde
ab7e7b8116
Merge pull request #41926 from Calinou/rename-shortcut-sentence-case
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Rename ShortCut to Shortcut which is more grammatically correct
2020-09-09 22:39:29 +02:00
Hugo Locurcio
3e0226515e
Rename ShortCut to Shortcut which is more grammatically correct
...
See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980 .
2020-09-09 21:54:54 +02:00
Yuri Roubinsky
da488ff041
Fix build warning in visual_shader_editor
2020-09-09 22:00:21 +03:00
Juan Linietsky
1ce46f2a3f
Merge pull request #41918 from reduz/implement-3d-textures
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Implement 3D textures as import and resource format.
2020-09-09 14:40:22 -03:00
reduz
a674da4eec
Implement 3D textures as import and resource format.
2020-09-09 13:50:21 -03:00
Yuri Roubinsky
14a24fa19c
Improve performance for Show/Hide port preview in visual shaders
2020-09-09 19:24:55 +03:00
Yuri Roubinsky
ea49d8b9d5
Improve performance of Undo:change node position in visual shader
2020-09-09 11:29:40 +03:00
Yuri Roubinsky
dc6685d28f
Remakes particles in visual shaders
2020-09-07 13:33:51 +03:00
Haz
3f5413693c
Fix tilemap tiles on horizontal/vertical flips
2020-09-06 16:00:36 -04:00
Yuri Roubinsky
de097b9327
Removes redundant code & fix documentation for VisualShaderNodeCustom
2020-09-06 12:09:15 +03:00
Yuri Roubinsky
004d8e86a6
Use flags instead TYPE_ enum in visual shaders editor
2020-09-06 10:43:14 +03:00
Marcel Admiraal
879390680b
Make PosVertex to Vertex slicing explicit.
2020-09-04 13:22:20 +01:00
Rémi Verschelde
dc8d8d1b5d
Merge pull request #40996 from Calinou/improve-debug-editor-tooltips
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Improve editor tooltips related to debugging
2020-09-04 10:07:21 +02:00
bruvzg
80b8eff6aa
[Complex Test Layouts] Change String
to use UTF-32 encoding on all platforms.
2020-09-03 19:56:24 +03:00
Rémi Verschelde
2da7d2c172
Merge pull request #41050 from Calinou/spriteframes-editor-compact
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Make the SpriteFrames animation speed SpinBox take less vertical space
2020-09-03 14:40:45 +02:00
Yuri Roubinsky
c291b1d23c
Restore Particles functionality in visual shader
2020-09-03 10:22:00 +03:00
Aaron Franke
ecd6a893b4
Change Color HTML conversion from ARGB to RGBA
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Also add support for 3 and 4 digit values in C#. Now it actually matches the HTML/CSS spec.
2020-09-01 02:07:35 -04:00
Rémi Verschelde
74dbcf1e4d
Merge pull request #30148 from zaksnet/fix-texture-editor
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Adds automatic update for StyleBoxTexture > region_rect
2020-08-31 13:25:28 +02:00
Ignacio Etcheverry
b89ba85f6f
Fix crash because of initialized EditorDebuggerPlugin field
2020-08-30 01:52:42 +02:00
Zak
7d7727bade
Adds automatic update for region_rect
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When changing the texture region for a StyleBox, the regions was not updating automatically in the Texture editor.
2020-08-29 19:46:52 +02:00
Rémi Verschelde
7a62b94bca
Merge pull request #41523 from Lunatoid/theme-editor-h-scrollbar
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Gives the theme editor a horizontal scrollbar
2020-08-27 12:16:56 +02:00
simpu
ea2eaf8c27
Added debugger plugin support
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Changes:
* EngineDebugger is exposed to gdscript. Game side of communication can be implemented through it.
* EditorDebuggerPlugin is added which handles the editor side of communication.
2020-08-26 11:24:51 +05:30
Lunatoid
d602be077d
Gives the theme editor a horizontal scrollbar
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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.
2020-08-26 01:48:46 +02:00
Rémi Verschelde
dd58f4da66
Merge pull request #41085 from SekoiaTree/master
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Fixed node scaling arrows being wrong
2020-08-25 12:44:21 +02:00
SekoiaTree
603febdbfe
Fixed node scaling arrows being wrong
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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>
2020-08-25 09:50:15 +02:00
SkyJJ
396f2eee82
Update POT generation to handle context and plurals
2020-08-19 03:01:52 +02:00
Rémi Verschelde
ba1109a3b3
Merge pull request #41280 from Calinou/editor-3d-add-invert-x-option
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Add an editor setting to invert 3D pan/orbit on the X axis
2020-08-17 15:54:40 +02:00
Rémi Verschelde
ac5619f521
Merge pull request #41223 from javidcf/sprite_frames_editor_zoom
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Added zoom functionality to sprite frames editor plugin
2020-08-15 18:46:48 +02:00
Hugo Locurcio
2c9d4ef961
Add an editor setting to invert 3D pan/orbit on the X axis
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This also makes the invert Y axis option apply to 3D panning.
This closes #28082 .
2020-08-15 13:18:57 +02:00
Hugo Locurcio
8891579068
Add a debanding property to Viewport
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It can be enabled in the Project Settings
(`rendering/quality/screen_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).
It will also slightly brighten the scene's dark areas.
As a result, it should be enabled only when banding is noticeable enough.
This closes #17006 .
2020-08-14 23:12:33 +02:00
Javier Dehesa
f2ef5253f0
Added zoom functionality to sprite frames editor plugin
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Zoom buttons and mouse control added to spritesheet preview and animation frames pane.
2020-08-14 11:48:44 +01:00
Javier Dehesa
3e7cbe7fc8
Made toolbar buttons in tile set editor flat
2020-08-14 11:45:47 +01:00
Hugo Locurcio
2427a9cafc
Make the SpriteFrames animation speed SpinBox take less vertical space
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This makes it possible to display one more animation with the same
vertical space.
2020-08-05 17:25:41 +02:00
Maganty Rushyendra
cf04aabef1
Fix tile placement preview for rotated, skewed or scaled TileMaps
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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.
2020-08-05 10:12:08 +08:00
Hugo Locurcio
a46802f07c
Improve editor tooltips related to debugging
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Some option names have also been made longer as we can afford using
more space to display them.
2020-08-03 14:20:08 +02:00
Tomasz Chabora
3082def404
Properly disambiguate unsaved scripts
2020-07-31 22:43:40 +02:00
Yuri Roubinsky
0594da324c
Fix incorrect colors for member variables and numbers in visual shaders
2020-07-31 11:06:48 +03:00
Paulb23
b289bb514b
Fixed script_editor info_clicked signal not being connected
2020-07-29 17:51:27 +01:00
Rémi Verschelde
7a31baf3b9
Merge pull request #40800 from briansemrau/fix-shader-comment-highlighting
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Fixed Shader editor single-line comment highlight
2020-07-28 21:44:30 +02:00
Brian Semrau
69d1c48b73
Fixed shader editor comment highlighting
2020-07-28 15:16:24 -04:00
Yuri Roubinsky
a33171ad23
Fix functions name color in visual shader code preview and expressions
2020-07-28 20:58:23 +03:00
Yuri Roubinsky
cf03f90fa8
Merge pull request #40785 from Chaosus/vs_uniform_ref
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Added UniformRef visual shader node
2020-07-28 16:17:37 +03:00
Yuri Roubinsky
7ddaff47a3
Added UniformRef visual shader node
2020-07-28 14:44:53 +03:00
Aaron Franke
56e2c6c704
Make all String float conversion methods be 64-bit
2020-07-27 18:38:53 -04:00
Rémi Verschelde
e016859c3b
Script editor: Fix crash when root script is null
...
Bug introduced in #40746 .
2020-07-27 15:18:31 +02:00
Rémi Verschelde
6b3f013a82
Script editor: Fix open dominant logic for language-specific external editors
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Follow-up to #40735 .
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2020-07-27 10:30:03 +02:00
Rémi Verschelde
b5f110c77e
Script editor: Don't open dominant script in external editor
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Fixes #13429 .
2020-07-26 23:18:05 +02:00
Rémi Verschelde
c75f4c06f0
Merge pull request #40647 from Xrayez/blank-tabs-fix
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Make unsaved scripts in the script editor more user-friendly
2020-07-26 17:11:31 +02:00
Rémi Verschelde
1a829621e3
Merge pull request #33548 from Calinou/shader-editor-tweak-builtins-color
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Tweak the built-ins color highlighting in the shader editor
2020-07-26 16:50:50 +02:00
Andrii Doroshenko (Xrayez)
7247247522
Make unsaved scripts in the script editor more user-friendly
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Unsaved scripts were previously displayed with blank tabs, which are
mostly a result of deleted or improperly moved scripts.
This patch makes sure that those kind of scripts are displayed as
"[unsaved]" now, and ensures that scripts are removed from the list
while deleting scripts from the filesystem dock preventing the unsaved
tabs to appear in the first place (a user is already prompted with
"no undo" warning while deleting any file).
A user is always prompted to save those "[unsaved]" scripts if they
attempt to close them without saving in any case except as described
above.
2020-07-26 16:05:44 +03:00
Rémi Verschelde
5700429e4e
Merge pull request #33760 from nekomatata/script-editor-init-optimization
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Optimized ScriptEditor initialization when many scripts are loaded
2020-07-26 14:05:56 +02:00
Rémi Verschelde
5f75cec59e
Merge pull request #40640 from Xrayez/base-begins-with-local-err
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Skip internal scripts for breakpoints without printing an error
2020-07-25 13:00:02 +02:00
SkyJJ
280d4e2965
Fix TTR misuse
2020-07-24 15:15:23 +02:00
Rémi Verschelde
27d1209282
Merge pull request #38088 from YeldhamDev/name_tooltips_tweaks
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Small naming and tooltip tweaks
2020-07-24 13:57:13 +02:00
Michael Alexsander
5643d2e3fe
Small naming and tooltip tweaks
2020-07-23 20:17:43 -03:00
Rémi Verschelde
3811fb919e
Merge pull request #40598 from vnen/gdscript-2.0
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GDScript 2.0 (again)
2020-07-24 01:04:57 +02:00
Michael Alexsander
c26b49fc17
Minor improvements to the Polygon 2D UV editor
2020-07-23 19:29:31 -03:00
Andrii Doroshenko (Xrayez)
1c70a33d9c
Skip internal scripts for breakpoints without printing an error
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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.
2020-07-23 20:51:17 +03:00
Andy Maloney
394a7826be
[macOS] Fix Maya navigation with ALT + mouse scroll
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Methods were being called with InputEventMouseMotion instead of InputEventPanGesture, and they were null.
Fixes godotengine/godot#16181 on the master branch
2020-07-23 10:38:31 -04:00
Rémi Verschelde
5671469724
Merge pull request #37336 from dreamsComeTrue/canvas-editor-change-cursor
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Request immediate refresh of cursor in 2D editor while using shortcuts
2020-07-23 09:49:48 +02:00
Ryan Roden-Corrent
c6919a13da
Fix bound return type on get_priority.
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Also adds a description explaining gizmo priority.
Inferred from:
e4363d001a/editor/plugins/spatial_editor_plugin.cpp (L5867-L5880)
e4363d001a/editor/plugins/spatial_editor_plugin.cpp (L6462-L6470)
2020-07-21 18:18:33 -04:00
Rémi Verschelde
22ed721d15
Merge pull request #40448 from Paulb23/fix_txt_close_crash
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Fix crash when closing a TextFile
2020-07-21 21:08:39 +02:00
Rémi Verschelde
6f428f2494
TileSet Editor: Check polygon size before indexing
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Fixes #39722 .
2020-07-21 11:18:19 +02:00
George Marques
95c0909290
Add warning checks in GDScript analyzer
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Reenable checking those when validating code.
2020-07-20 11:38:40 -03:00
Tomasz Chabora
e44c9101da
Prevent multiple Controls moving inside container
2020-07-20 13:22:13 +02:00
PouleyKetchoupp
ccff2f2551
Optimized ScriptEditor initialization when many scripts are loaded
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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)
2020-07-17 09:02:24 +02:00
Paulb23
54bca425b2
Fix crash when closing a TextFile
2020-07-16 15:50:23 +01:00
Hugo Locurcio
bfc644a9aa
Tweak the built-ins color highlighting in the shader editor
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This makes built-ins easier to distinguish from keywords at a
quick glance.
2020-07-15 23:03:26 +02:00
Rémi Verschelde
6497a3fb50
Merge pull request #40291 from hinlopen/dialog-size
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Resize various dialogs
2020-07-15 12:13:33 +02:00
Rémi Verschelde
c8523038cc
Merge pull request #40268 from DanielZTing/master
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Fix cancel/OK button order on macOS
2020-07-15 09:21:04 +02:00
Stijn Hinlopen
526e060b73
Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and resource depency dialogs).
2020-07-14 14:35:22 +02:00
Paulb23
ccab210fb5
Fixed visual shader editor not clearing colour regions
2020-07-14 13:21:53 +01:00
Rémi Verschelde
ca5958d180
Merge pull request #38440 from Paulb23/syntax_highlighter_refactor
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Syntax highlighter refactor
2020-07-14 09:49:02 +02:00
Rémi Verschelde
817062f8ec
Merge pull request #40297 from jiteshvm/texture-dialog-size
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change minimum horizontal size from 200 to 240
2020-07-13 18:02:47 +02:00
Rémi Verschelde
07db4d57d6
Merge pull request #40289 from YeldhamDev/guitab_icon_use_hl
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Prefer the highlight version of the "GuiTabIcon" icon for buttons, and make their width/height equal
2020-07-13 16:36:28 +02:00
Jitesh
a8905b2a4e
change minimum horizontal size from 200 to 240
2020-07-11 12:21:45 -07:00
Paulb23
bc4cee4458
Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
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- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
2020-07-11 17:09:58 +01:00
Michael Alexsander
26381265b8
Prefer the highlight version of the "GuiTabIcon" icon for buttons, and make their width/height equal
2020-07-11 12:59:25 -03:00
Paulb23
156daddaaf
Expose Syntax highlighter for editor plugins
2020-07-11 15:40:00 +01:00
Paulb23
2f1080be9b
Convert syntax highlighters into a resource
2020-07-11 15:26:58 +01:00
Daniel Ting
9605fc54c7
Fix cancel/OK button order on macOS
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The macOS platform convention regarding button order is cancel on left,
OK on right.
2020-07-10 15:10:11 -05:00
Rémi Verschelde
dcd11faad3
Merge pull request #40253 from madmiraal/add-override-keywords
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Add override keywords.
2020-07-10 21:04:23 +02:00
Yuri Roubinsky
ecb5f7ea23
Added 'fma' function to shader language
2020-07-10 19:58:03 +03:00
Marcel Admiraal
26fcf2b04c
Add override keywords.
2020-07-10 13:56:54 +01:00
Daniel Ting
d6c979d91b
Do not try to save internal scripts
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Fixes #40175
2020-07-08 11:53:18 -05:00
George Marques
9654365547
Add a map of autoloads to ProjectSettings
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So places that need to look into it can use the list instead of parsing
ProjectSettings details (like checking "*" in path for testing if it's
singleton).
2020-07-06 12:35:51 -03:00
SkyJJ
cae6f0bda2
Change translation parser plugin API to parse_file()
2020-07-05 12:14:56 +02:00
Yuri Roubinsky
583b6c9073
Merge pull request #40115 from Chaosus/vshader_fix_dialog
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Makes "Create shader node" dialog non-exclusive (visual shaders)
2020-07-05 08:41:14 +03:00
Yuri Roubinsky
e19cdacbd7
Makes "Add new member" dialog non-exclusive for visual shaders
2020-07-04 13:20:30 +03:00
Stijn Hinlopen
973e5bacf0
Rewrite extracting animation name.
2020-07-04 09:55:36 +02:00
Rémi Verschelde
b51418842a
Merge pull request #39845 from mrushyendra/bone_painting_undoredo_master
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Fix undo/redo for bone painting in Polygon2D UV Editor
2020-07-04 01:43:29 +02:00
Rémi Verschelde
c020eea184
Merge pull request #40092 from hinlopen/remove-find-last
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Remove String::find_last (same as rfind)
2020-07-04 01:38:01 +02:00
Stijn Hinlopen
929b98d24b
Remove String::find_last (same as rfind)
2020-07-03 15:26:22 +02:00
Andrii Doroshenko (Xrayez)
dc446203be
Provide warning when using polygon shapes in CollisionShape2D
node
...
`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.
2020-07-03 15:46:09 +03:00
SkyJJ
efb4609425
Add translation parser plugin support
2020-07-02 14:47:35 +02:00
Michael Alexsander
4f00ac7003
Remove oversized margins in the AnimationTree editor
2020-07-02 02:53:42 -03:00
Rémi Verschelde
8a484756de
Merge pull request #39076 from rileylyman/editor_tab_names
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Implement filename disambiguation for scene tabs and script names
2020-07-01 16:46:32 +02:00
Daniel Ting
d2a5b92e9b
Make "Close and save changes?" actually save
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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."
2020-06-30 21:39:12 -05:00
Juan Linietsky
438c380458
Add a separate application focus/in notification out from Window focus notification.
2020-06-30 10:40:06 -03:00
Rémi Verschelde
dffd805055
Merge pull request #39824 from mrushyendra/snap_point_polygon
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Fix possible accidental duplication of Polygon2D start point
2020-06-29 10:39:00 +02:00
Rémi Verschelde
db168abe7d
Merge pull request #39637 from MCrafterzz/tilemapinprovements
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Make tilemap lines/rectangles their own tools
2020-06-27 11:38:32 +02:00
rileylyman
4285211f40
implement generic filename disambiguation
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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.
2020-06-26 16:12:08 -07:00
Rémi Verschelde
b740f645f7
Merge pull request #39754 from akien-mga/canvasitemeditor-fix-dropped-scenes-position
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CanvasItemEditor: Fix losing position for drag'n'dropped scenes
2020-06-26 20:54:00 +02:00
Juan Linietsky
201d606b3d
Addition of SDFGI for open world global illumination
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Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
Marcus Elg
8e2608b2d6
Make tilemap lines/rectangles their own tools
2020-06-26 15:52:09 +02:00
Maganty Rushyendra
6e60aa3876
Fix undo/redo for bone painting in Polygon2D UV Editor
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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.
2020-06-26 13:38:05 +08:00
Maganty Rushyendra
b8d55b244a
Fix accidental duplication of Polygon2D start point
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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.
2020-06-25 18:42:18 +08:00