Eric M
26c29cc0d7
Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead.
2021-02-15 15:45:25 +10:00
Pedro J. Estébanez
20f48f0105
Fix SceneTreeEditor::_update_tree() binding
2021-02-14 22:32:42 +01:00
Rémi Verschelde
fc5e9828b4
Merge pull request #44071 from dalexeev/editor-about-logo
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Change logo in the About dialog box (return Godot's teeth)
2021-02-14 17:37:26 +01:00
Rémi Verschelde
4a41367949
Merge pull request #42784 from mujpao/search-results-font-size-4.0
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Make search results font follow code editor font
2021-02-14 17:28:11 +01:00
Danil Alexeev
c553ca54d5
Change logo in the About dialog box (return Godot's teeth)
2021-02-14 18:50:05 +03:00
Rémi Verschelde
b21f854b7f
Merge pull request #45910 from Ansraer/default-scale-highres-monitor
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Adjust auto scale on 4k monitors to 150%
2021-02-14 12:54:04 +01:00
Rémi Verschelde
ff9cd8d374
Merge pull request #45968 from KoBeWi/do_not_SAVE
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Don't save project settings when not necessary
2021-02-14 11:04:16 +01:00
reduz
288540a690
Fix editor always redrawing
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-Only update rendering settings when project settings change
-Fixes the update spinner (and editor rendering) updating all the time.
-Added a "project_settings_changed" signal to EditorNode and EditorPlugin
2021-02-13 14:57:28 -03:00
kobewi
4db47eb32e
Don't save project settings when not necessary
2021-02-13 18:51:48 +01:00
Juan Linietsky
f0951537a4
Merge pull request #45924 from reduz/icon-saturation
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Add ability to change Icon Saturation
2021-02-12 22:55:42 -03:00
Rémi Verschelde
e7ab3a4132
Merge pull request #34892 from KoBeWi/copy-pasta_v7
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Yet another node copy-paste PR
2021-02-12 23:16:31 +01:00
Rémi Verschelde
5011a22731
Merge pull request #45932 from goostengine/sprite-convert-compressed
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Fix sprite editor conversion tools to handle compressed textures
2021-02-12 23:11:51 +01:00
kobewi
36494e8526
Duplicate resources pasted to other scenes
2021-02-12 22:38:38 +01:00
Andrii Doroshenko (Xrayez)
1cd7a16c10
Fix sprite editor conversion tools to handle compressed textures
2021-02-12 21:42:07 +02:00
reduz
28537d8c84
Fix LineEdit minimum width
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-Changed theme setting name to make more sense of what it does
-Reduced amount of minimum characters, so minimum size is smaller.
2021-02-12 17:04:38 +01:00
reduz
5ae9051771
Add ability to change Icon Saturation
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-Allows for more theme freedom
-Allows for entirely B&W themes.
2021-02-12 12:16:37 -03:00
reduz
b9b68b755c
Improved Inspector Sub-Resource Editing
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-Better margins
-Colors to delimit subresources better.
2021-02-12 09:31:47 -03:00
Rémi Verschelde
d3867b2dab
Merge pull request #45785 from Calinou/project-manager-add-loading-text
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Display loading text while the project manager is loading
2021-02-12 13:01:17 +01:00
Ansraer
466cf0b466
Adjust auto scale on high res displays
2021-02-12 01:12:25 +01:00
reduz
f8d03b98e7
Improve resource load cache
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-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
reduz
1aa2823fa3
Removed _change_notify
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-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Rémi Verschelde
e8f73124a7
Merge pull request #45845 from qarmin/cppcheck_scene_2
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Initialize class variables with default values in scene/ [2/2]
2021-02-10 20:06:12 +01:00
Rémi Verschelde
b1c60c757f
Merge pull request #31747 from KoBeWi/scene_stalking
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Detect external modification of scenes
2021-02-10 14:31:29 +01:00
Tomasz Chabora
abe548d76d
Add node copy-paste
2021-02-09 20:53:06 +01:00
Rafał Mikrut
7961a1dea3
Initialize class variables with default values in scene/ [2/2]
2021-02-09 18:24:36 +01:00
Michael Alexsander
cf9d5cec22
Make FileSystem dock set its path to the base folder of files after changes
2021-02-09 12:57:36 -03:00
kobewi
c390c82014
Detect external modification of project.godot
2021-02-09 14:44:44 +01:00
Rémi Verschelde
df9c98e107
Merge pull request #45812 from RandomShaper/keep_selected_visible
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Keep selected node visible after filter change
2021-02-09 10:43:21 +01:00
Rémi Verschelde
5f23fcf847
Merge pull request #45713 from KoBeWi/1000_unmasked
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Make Rect2 properties show in 2x2 layout
2021-02-08 22:30:23 +01:00
Pedro J. Estébanez
ef062b1c37
Keep selected node visible after filter change
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(Implemented both for the local and remote scene tree docks.)
2021-02-08 02:19:14 +01:00
Hugo Locurcio
8be51252f6
Display loading text while the project manager is loading
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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.
2021-02-07 02:04:10 +01:00
reduz
8faf23b52b
Simplify Volumetric Fog
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-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
Rémi Verschelde
3de411cb83
i18n: Sync translations with Weblate
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(cherry picked from commit 84e356d720
)
2021-02-05 10:45:34 +01:00
Rémi Verschelde
d93f75fae5
Merge pull request #45698 from KoBeWi/callables_are_love_callables_are_life
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Change sort_custom/bsearch_custom to use Callables
2021-02-05 09:30:19 +01:00
kobewi
962610bbaa
Make Rect2 properties show in 2x2 layout
2021-02-04 20:53:29 +01:00
Rémi Verschelde
779dc76130
Merge pull request #45696 from YeldhamDev/texregion_margin_snap
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Make margins obey the snap option in the TextureRegion editor
2021-02-04 19:33:30 +01:00
Danil Alexeev
2105b6a070
Fix "editor/editor_help" shortcut overwriting when restarting editor
2021-02-04 18:21:29 +03:00
kobewi
fb83d905da
Change sort_custom/bsearch_custom to use Callables
2021-02-04 14:37:52 +01:00
Michael Alexsander
2d4cda89e1
Make margins obey the snap option in the TextureRegion editor
2021-02-03 22:44:17 -03:00
Fabio Alessandrelli
9db7e07d5a
Import zip via drag and drop in project manager.
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Dropping a single ZIP file in the project manager will now prompt the
import dialog.
2021-02-03 18:59:54 +01:00
Rémi Verschelde
6ae97bfdda
Merge pull request #45669 from MrMinimal/master
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Fix swapped front/rear view
2021-02-02 23:40:58 +01:00
Aaron Franke
ee798c4f49
Move project-specific editor data into res://.godot/editor
2021-02-02 14:14:37 -05:00
Tom Langwaldt
f995d6cd17
Fix swapped front/rear view
2021-02-02 19:44:38 +01:00
Rémi Verschelde
9620c1ce61
Merge pull request #45659 from Chaosus/vs_fix_preview
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Fix port previews for uniforms in visual shaders
2021-02-02 16:58:11 +01:00
Rémi Verschelde
ea1e26f312
Merge pull request #45648 from Kanabenki/check-project-manager-dirs
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Check default project and autoscan directories exist on project manager startup
2021-02-02 13:12:12 +01:00
Kanabenki
58be3c069a
Check default project and autoscan directories exist on project manager startup
2021-02-02 12:55:11 +01:00
Yuri Roubinsky
ee3b51250a
Fix port previews for uniforms in visual shaders
2021-02-02 13:41:05 +03:00
Rémi Verschelde
b24c24f64b
Merge pull request #45594 from JFonS/improve_3d_grid
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3D editor grid improvements
2021-02-01 23:18:24 +01:00
jfons
73e62dffb9
3D editor grid improvements
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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.
2021-02-01 22:19:54 +01:00
Rémi Verschelde
d2e1216504
Merge pull request #37547 from aaronfranke/tau
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Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00