Commit Graph

3689 Commits

Author SHA1 Message Date
kleonc ad7a6102ae SpriteFramesEditor Fix preview grid in "Select Frames" dialog 2021-09-07 15:27:19 +02:00
Gilles Roudière f361796771 Fix TileSet terrain painting reset to no terrain 2021-09-07 14:59:58 +02:00
jmb462 e7fd9adb4c Fix node pivot shortcut is always active 2021-09-07 14:02:27 +02:00
Gilles Roudière 4bd7700e89 Implement properties arrays in the Inspector. 2021-09-07 09:51:28 +02:00
Anilforextra a1f616dcfc Use builtin Vector2 functions for calculation of angles.
.
2021-09-07 08:30:26 +05:45
Michael Alexsander ee4b0108e0 Make some enhancements to the POT generation 2021-09-02 11:12:54 -03:00
Hugo Locurcio 16cfb97ca2
Tweak skeleton editor texts "Make Rest Pose" and "Set Bones to Rest Pose"
The new terms are more descriptive of each button's actual function.
2021-09-01 17:51:18 +02:00
Fabio Alessandrelli 58c30b2626
Merge pull request #51639 from Ev1lbl0w/gsoc21-dap
Implement more advanced features for DAP
2021-09-01 16:17:32 +02:00
Ev1lbl0w 292ed61c18 Implemented advanced features of DAP
Respect client "supportsVariableType" capability

Implement "breakpointLocations" request

Implement "restart" request

Implement "evaluate" request

Fix error messages not being shown, and improved wrong path message

Removed thread option and behavior

Implemented detailed inspection of complex variables

Fix "const"ness of functions

Added a configurable timeout for requests

Implement Godot custom data request/event

Implement syncing of breakpoints

Added support for debugging native platforms
2021-08-31 15:17:58 +01:00
Juan Linietsky bcd73fc00a
Merge pull request #52240 from Rubonnek/rename-rel-path
Rename `String::is_rel_path` to `String::is_relative_path`
2021-08-30 20:45:45 -03:00
Juan Linietsky d085b2d04d
Merge pull request #43838 from lupoDharkael/cancel-member
Clear connection data from/to empty after used
2021-08-30 19:38:51 -03:00
Juan Linietsky 6dab6e4136
Revert " Improve collision generation usability in the new 3D scene import workflow." 2021-08-30 11:30:36 -03:00
Camille Mohr-Daurat b60a51f023
Merge pull request #51985 from AndreaCatania/coll
Improve collision generation usability in the new 3D scene import workflow.
2021-08-30 07:25:51 -07:00
Wilson E. Alvarez d11c1afc04
Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
Paulb23 de009cb5ae Optimise TextEdit get height and width 2021-08-28 11:27:23 +01:00
AndreaCatania 2d2d24a538 Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.

It's also possible to chose the generated body, so you can create:
- Rigid Body.
- Static Body.
- Area.
2021-08-28 08:34:15 +02:00
K. S. Ernest (iFire) Lee d04aa9a114
Merge pull request #52122 from V-Sekai/autoload_list
Use sorted map for autoloads in ProjectSettings to preserve order.
2021-08-27 14:41:40 -07:00
Max Hilbrunner 8e3e9d121d
Merge pull request #51962 from LoipesMas/zoom_fix
Clamp EditorZoomWidget zoom
2021-08-27 21:31:46 +02:00
K. S. Ernest (iFire) Lee 90a35dac48
Merge pull request #51908 from bruvzg/msdf_fonts2
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27 08:51:37 -07:00
Camille Mohr-Daurat ca4f20529c
Merge pull request #51896 from nekomatata/restore-ray-shape
Refactor RayShape and rename to SeparationRayShape
2021-08-27 08:49:49 -07:00
bruvzg 4c3f7d1290 Makes FontData importable resource.
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
Lyuma 31f790299c Use OrderedHashMap for autoloads to preserve order 2021-08-26 21:55:26 -07:00
LoipesMas f3883ea59e Fix zoom label not being updated 2021-08-25 18:53:40 +02:00
JFonS c334989e00
Merge pull request #51821 from Calinou/builtin-shaders-add-comments
Add comments at the top of each built-in shader to ease debugging
2021-08-25 11:37:57 +02:00
PouleyKetchoupp 3d5dc80348 Rename RayShape to SeparationRayShape
Makes it clearer that it's used for special cases when picking a
collision shape.
2021-08-24 17:34:55 -07:00
PouleyKetchoupp 45c7af9862 Restore RayShape as a regular shape type
Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
2021-08-24 16:03:05 -07:00
Max Hilbrunner b86a1cc248
Merge pull request #37253 from KoBeWi/animass
Allow to load multiple animations at once
2021-08-23 20:03:23 +02:00
Hugo Locurcio cbe6c25c6b
Rename polygon editor settings for better display in the Editor Settings 2021-08-23 17:59:19 +02:00
Tomasz Chabora b1db36e65d Allow to load multiple animations at once 2021-08-23 17:24:02 +02:00
reduz 5cecdfa8af Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.

Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-23 08:10:13 -03:00
Ryan Roden-Corrent cb15ec20bb
Implement camera orbiting shortcuts.
Fixes godotengine/godot-proposals#2051.
Relates to godotengine/godot-proposals#1215.

Implements shortucts for adjusting the camera rotation in 15-degree
increments, similar to Blender.

I did not add corresponding menu entries for these, as I didn't feel
like they would be too useful from a menu, and didn't want to make the
menu too long.
2021-08-22 12:34:32 -04:00
reduz 3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
jmb462 54de7114c5 Add missing SNAME macro optimization for StringName in some functions 2021-08-20 14:50:24 +02:00
Rémi Verschelde 5b30685976
Merge pull request #51583 from nekomatata/capsule-height-radius-setters
Fix capsule height/radius setters with linked properties
2021-08-19 20:48:54 +02:00
PouleyKetchoupp 645bc94bfc Fix capsule height/radius setters with linked properties
Capsule height and radius setters can modify each other, rather than
using clamping, to avoid cases where values are not set correctly when
loading a scene (depending on the order of properties).

Inspector undo/redo:
Added the possibility to link properties together in the editor, so
they can be undone together, for cases where a property can modify
another one.

Gizmo undo/redo:
Capsule handles pass both radius and height values so they can be undone
together.
2021-08-19 10:31:19 -07:00
fabriceci f871f13340 Avoid a crash when an node of the AnimationTree is invalid 2021-08-19 16:05:35 +02:00
Rémi Verschelde e1e01427cc
Merge pull request #50411 from Chaosus/vs_filter
Added port type content filter on port dragging in visual shader
2021-08-18 20:43:03 +02:00
Rémi Verschelde de7b6d13eb
Merge pull request #51627 from mhilbrunner/todo-for-neikeq 2021-08-18 20:13:50 +02:00
Yuri Roubinsky f653cc13b9 Added port type content filter on port dragging in visual shader 2021-08-18 21:13:04 +03:00
Paulb23 ac39022dbc Fix visual shader keyword colour 2021-08-18 17:56:04 +01:00
Hugo Locurcio a139e58f8c
Add comments at the top of each built-in shader to ease debugging
When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
2021-08-18 03:09:22 +02:00
Aaron Franke e5d85ac751
Fixes to tests for Variant and Geometry3D 2021-08-17 16:46:08 -05:00
Rémi Verschelde aa3909cf54
Merge pull request #51729 from yjh0502/ext-reload-master
Auto-reload scripts with external editor
2021-08-17 19:42:44 +02:00
Max Hilbrunner 5161c97c9c Remove underscore hacks
Way less cruft. :)

Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-17 16:10:28 +02:00
Haoyu Qiu 16c2d4ef22 Improve Undo/Redo menu items
* Make Undo/Redo menu items disabled when clicking it does nothing.
    * Context menu of `TextEdit`
    * Context menu of `LineEdit`
    * Editor's Scene menu
    * Script editor's Edit menu and context menu (for Script and Text)
* Make editor undo/redo log messages translatable.
* Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`.
* Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
2021-08-17 21:11:10 +08:00
Jihyun Yu 1c61245990 Auto-reload scripts with external editor 2021-08-17 21:43:45 +09:00
Rémi Verschelde 1c737fe7b5
Merge pull request #51761 from RevoluPowered/fix-undefined-behaviour-editor-grid
Fix editor grid perspective undefined behaviour
2021-08-17 14:04:47 +02:00
Rémi Verschelde 45344c6a02
Merge pull request #51651 from pycbouh/editor-merge-custom-theme
Add support for partial custom editor themes
2021-08-17 13:13:08 +02:00
Gordon MacPherson 5f96e607fb Fix editor grid perspective undefined behaviour
Initialise the enum value
2021-08-17 00:37:27 +01:00
Rémi Verschelde cfdac0973c
Merge pull request #51698 from Paulb23/text-editor-settings
Reorganise text editor settings
2021-08-16 18:48:58 +02:00
Rémi Verschelde d673353a58
Merge pull request #51736 from JFonS/minor_fixes_n3ep
Minor fixes to Node3DEditorPlugin
2021-08-16 18:31:22 +02:00
Paulb23 bcfc591f86 Reorganise text editor settings 2021-08-16 17:18:49 +01:00
Rémi Verschelde fff9a451a1
Merge pull request #51368 from TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
2021-08-16 15:37:17 +02:00
jfons 49361034f9 Minor fixes to Node3DEditorPlugin
* Change EditorNode3D::update_all_gizmos() to start at the edited scene
  root instead of the whole editor root.
* Call update_all_gizmos() only once at start instead of evrey time a
  gizmo plugin is added.
* Add missing null check.
2021-08-16 12:59:12 +02:00
Rémi Verschelde 84f1d161a7
Merge pull request #50181 from Calinou/gpu-particles-improve-visibility-generation
Improve visibility rect/AABB generation usability in GPUParticles
2021-08-16 12:45:00 +02:00
Rémi Verschelde 3e7a545ecf
Merge pull request #51030 from kleonc/sprite_frames-preserve-src-atlas_texture-margins
SpriteFramesEditor: preserve source texture margins when creating frames from AtlasTexture
2021-08-16 10:37:40 +02:00
Hugo Locurcio 1bd214258e
Improve visibility rect/AABB generation usability in GPUParticles
- Don't display the time dialog if the automatically calculated
  generation time is short enough.
- Clarify the purpose of waiting in the progress dialog.
2021-08-16 05:56:07 +02:00
TwistedTwigleg 5ffed49907 New and improved IK system for Skeleton3D
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.

This work was sponsored by GSoC 2020 and TwistedTwigleg

Full list of changes:
* Adds a SkeletonModification3D resource
  * This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
  * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in it's own file
* Several changes to Skeletons, listed below:
  * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
    * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
  * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
  * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
  * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
  * Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
  * BoneAttachment3D node is now completely standalone in its functionality.
    * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
  * BoneAttachment3D now can be set either using the index or the bone name.
  * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
  * BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
2021-08-14 15:57:00 -04:00
Rémi Verschelde fae0296378
Merge pull request #51657 from timothyqiu/view-name
Fix i18n of 3D view name
2021-08-14 18:02:07 +02:00
Rémi Verschelde b9b6102b91
Merge pull request #51660 from AnilBK/use-short-functions
Use get_global_* functions instead of using transforms.
2021-08-14 12:17:53 +02:00
Anilforextra c390f0515d Use get_global_* functions instead of using transforms. 2021-08-14 14:01:57 +05:45
Rémi Verschelde 59879447a3
Merge pull request #51636 from Calinou/rename-lineshape2d
Rename LineShape2D to WorldMarginShape2D
2021-08-14 09:36:16 +02:00
Haoyu Qiu 42579a346b Fix i18n of 3D view name
Make the full view name translatable as a whole instead of combining
from sub-strings.
2021-08-14 15:24:02 +08:00
Hugo Locurcio 8e3f71d750
Rename LineShape2D to WorldMarginShape2D
The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-14 03:12:13 +02:00
Yuri Sizov 855cfe1559 Add support for partial custom editor themes 2021-08-14 02:03:07 +03:00
Rémi Verschelde 81512a3732
Style: Cleanup code using `text_editor/completion/use_single_quotes` 2021-08-13 21:27:57 +02:00
Aaron Franke 2cabdcd1a0
Explicit 2D naming and some organization in texture region editor plugin 2021-08-13 11:18:49 -05:00
Haoyu Qiu dae51cc6b3 Allow dropping property path into script editor 2021-08-13 23:04:48 +08:00
Rémi Verschelde 62c6347a27
Merge pull request #51035 from foxydevloper/drag-drop-more-support
Improve drag and dropping files into viewport by supporting more types
2021-08-13 14:57:10 +02:00
Rémi Verschelde 1e0c6db621
Merge pull request #49523 from foxydevloper/improve-shortcut-naming
Improve naming of a couple shortcuts
2021-08-13 14:50:03 +02:00
Rémi Verschelde 24ec20414a
Merge pull request #50114 from Chaosus/vs_constants
Few improvements for constants in visual shader
2021-08-13 14:45:13 +02:00
Rémi Verschelde f0e420e981
Merge pull request #51519 from Chaosus/vs_transform_operator
Changed `TransformMult` node to `TransformOp` in visual shaders
2021-08-13 14:44:14 +02:00
Aaron Franke eb4902a455
Fix some unnecessary includes 2021-08-13 00:27:38 -05:00
Yuri Roubinsky b2b33ce4f6
Merge pull request #51572 from Chaosus/vs_fix_transform_instance
Fix printing error about unsupported modifier on `TransformUniform`
2021-08-12 21:23:18 +03:00
Yuri Roubinsky c43b7c113f Fix printing error about unsupported modifier on `TransformUniform` 2021-08-12 19:40:45 +03:00
Paulb23 ae4dcb8918 Cleanup and bind remaing methods in TextEdit 2021-08-12 11:43:35 +01:00
Paulb23 7dbb0f3233 Rename readonly to editable 2021-08-12 09:29:58 +01:00
Paulb23 b700011314 Protect internal CodeEdit --> TextEdit API 2021-08-12 09:29:58 +01:00
Paulb23 9ec3e7f3d7 Cleanup TextEdit selection methods 2021-08-12 09:29:56 +01:00
Paulb23 7e70f9e0b9 Expose and cleanup TextEdit line wrap API 2021-08-12 09:29:16 +01:00
Paulb23 d5dcaee4c5 Cleanup and rename caret operations 2021-08-12 09:29:13 +01:00
PouleyKetchoupp f9176a39ce Make radius & height in CapsuleShape3D independent
Also changed CapsuleMesh to make settings consistent between render and
physics.
2021-08-11 14:54:53 -07:00
Yuri Roubinsky 9cf158019d Changed `TransformMult` node to `TransformOp` in visual shaders 2021-08-11 22:05:04 +03:00
Rémi Verschelde 1d7a358588
Merge pull request #51399 from RevoluPowered/improve_editor_grid_performance_4.0
[4.0] Implement editor grid performance improvements
2021-08-11 18:21:19 +02:00
Gordon MacPherson 536386eb69 Implement editor grid performance improvements
Benefits:
- Knows the size of the mesh to prevent push back taking longer
- No longer updates grid every frame, only if the camera has moved 10 units or more.
- Considerably less power draw
- Will redraw when you swap from orthographic to perspective and vice versa.
2021-08-11 16:40:03 +01:00
Tomasz Chabora f12f5b36b5 Make radius & height in CapsuleShape2D independent 2021-08-11 17:34:27 +02:00
Yuri Roubinsky 0eb97c11cf Few improvements for constants in visual shader 2021-08-11 13:14:16 +03:00
Rémi Verschelde c00303ff55
Merge pull request #47378 from aaronfranke/use-input-enums
Use key enum instead of plain integers for input code
2021-08-11 11:20:45 +02:00
Rémi Verschelde e81427e959
Merge pull request #51497 from Chaosus/vs_fix_addnode_zoomed
Fix incorrect position of the created VisualShader nodes on zoomed graph
2021-08-11 10:19:21 +02:00
Yuri Roubinsky 8249ae8085 Fix incorrect position of the created VisualShader nodes on zoomed graph 2021-08-11 10:53:26 +03:00
Aaron Franke fa3a32a2d6
Use Key enum instead of plain integers 2021-08-10 16:26:55 -05:00
PouleyKetchoupp 4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
foxydevloper e62ad6ad80 Improve drag and drop by supporting more file types & node types
Adds support for dragging in all files of type Texture2D for 2D.
Adds support for dragging in all files of type Mesh for 3D.
Replaces adding texture as Light2D with PointLight2D.
Add more node types that textures can be added as
- TextureButton
- CPUParticles2D
2021-08-10 13:05:17 -04:00
fox 20201b56c2 Improve naming of a couple shortcuts 2021-08-10 13:01:07 -04:00
Rémi Verschelde dce488d8f7
Merge pull request #49417 from Bhu1-V/gsoc-cmd-plt
Command Palette For Godot
2021-08-10 18:55:22 +02:00
Aaron Franke 339687e04f
Organize methods in Viewport and explicitly name 3D methods with 3D 2021-08-10 09:10:34 -05:00
Rémi Verschelde 16d73fefdb
Merge pull request #50682 from aaronfranke/basis-looking-at
Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
Aaron Franke 430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
Aaron Franke 84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
Haoyu Qiu 34b8d1e119 Make 3D selection box independent of object size
Also fixed a typo where sbox_instance was mixed up with sbox_instance_xray.
2021-08-09 22:52:06 +08:00
Yuri Roubinsky 72a9ca1505 Added small offset to the content of nodes in VisualShader 2021-08-09 15:19:27 +03:00
Bhuvan Vemula a0a019a998 Added EditorCommandPalette 2021-08-09 17:41:50 +05:30
Yuri Roubinsky 5e5cd2495d Added editor dialog for easily creating shaders. 2021-08-07 21:02:13 +03:00
Rémi Verschelde a7f96e07d0
Merge pull request #51326 from LightningAA/minor_view_rotation_gizmo_improvements-4.0
Minor visual improvements to the viewport rotation gizmo (again)
2021-08-07 12:41:25 +02:00
AndreaCatania e4e4a02d3d Removes const from set functions on the Gizmos 2021-08-07 09:15:57 +02:00
Lightning_A e1ad11f453 Minor visual improvements to the viewport rotation gizmo (again) 2021-08-06 14:39:13 -06:00
Rémi Verschelde dcf2a62b05
Merge pull request #51164 from TokageItLab/fix-gizmo-transform-scaling
Fixed gizmo forced implicit normalization and inconsistent rotation
2021-08-05 16:42:33 +02:00
Rémi Verschelde 4cf12d7895
Merge pull request #51215 from akien-mga/shortcut-rename-property-to-event
Shortcut: Rename `shortcut` property to `event`
2021-08-05 15:52:20 +02:00
Rémi Verschelde 342a0d45cf
Merge pull request #51250 from LightningAA/minor_view_rotation_gizmo_improvements-4.0
Minor visual improvements to the view rotation gizmo
2021-08-05 14:59:37 +02:00
Rémi Verschelde de2c2be19b
Shortcut: Rename `shortcut` property to `event`
Having a property which has the same name as its class leads to confusing
situations (e.g. `BaseButton` has a `shortcut` property of type `Shortcut`
which has a `shortcut` property of type `InputEvent`).

Also renames `is_event` to `matches_event`, and `is_valid` to `has_valid_event`
to better reflect what the methods check.
2021-08-05 13:48:43 +02:00
Lightning_A 37b943be42 Minor improvements to the view rotation gizmo 2021-08-04 13:19:17 -06:00
Yuri Sizov b27989ff67 Improve user communications in the theme editor 2021-08-04 18:26:36 +03:00
Fabio Alessandrelli 80fc90e82a
Merge pull request #50454 from Ev1lbl0w/gsoc21-dap
Implemented initial DAP support
2021-08-03 17:12:37 +02:00
Rémi Verschelde 57a5186b08
Merge pull request #51006 from foxydevloper/drag-drop-naming
Name nodes added when drag & dropping an image by `name_casing`
2021-08-03 09:38:03 +02:00
Rémi Verschelde a7f24080a2
Merge pull request #51118 from SirQuartz/patch-39
Make the "View" menu in the 3D viewport stay open when selecting a checkbox
2021-08-03 09:35:17 +02:00
Yuri Roubinsky a34a91a30b Added more input/output built-ins to visual shaders 2021-08-03 09:32:40 +03:00
Rémi Verschelde a6374c6675
Merge pull request #50703 from Chaosus/vs_remove_subparticles_from_start
Removes EmitParticle node from the start functions in visual shader
2021-08-03 08:14:15 +02:00
Silc 'Tokage' Renew 4822499d70 Fixed gizmo forced uniform scale and inconsistent rotation 2021-08-03 14:17:22 +09:00
Yuri Roubinsky bd6b7c4b0f
Merge pull request #51144 from Chaosus/vs_version
Makes dictionary instead of string for visual shader version
2021-08-02 21:55:50 +03:00
Rémi Verschelde c620ede327
Merge pull request #50122 from Paulb23/code_edit_auto_brace_completion 2021-08-02 20:44:39 +02:00
Yuri Roubinsky 94c6817b51 Makes dictionary instead of string for visual shader version
Update doc/classes/VisualShader.xml

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-08-02 21:34:19 +03:00
Rémi Verschelde 5360c2012c
Merge pull request #51004 from groud/tilemap_layers
Implements TileMap layers and move TileSetPlugins's functions to the TileMap node instead
2021-08-02 17:20:32 +02:00
Gilles Roudière ad8b5cd5a4 Implements TileMap layers and move TileSetPlugins's functions to the TileMap node instead 2021-08-02 13:54:39 +02:00
Rémi Verschelde 33fd41472c
Merge pull request #49783 from aaronfranke/real-editor-plugins
Use real_t in editor plugins
2021-08-02 12:50:54 +02:00
Rémi Verschelde face3203be
Merge pull request #50430 from goostengine/ctrl-enter-commit
VCS: Allow to stage and commit all files with Ctrl + Enter
2021-08-02 12:20:10 +02:00
Ev1lbl0w 7bccd5487e
Implemented initial DAP support
Implemented "output" event

Refactored "seq" field generation

Prevent debugging when editor and client are in different projects

Removed unneeded references to peer on the parser

Refactored way to detect project path

Implemented "setBreakpoints" request

Fix double events when terminating from client

Refactored "stopped" event

Implemented "stopped" with breakpoint event

Implemented "stackTrace", "scopes" and "variables" request

Report incoming number of stack dump variables

Implemented proper reporting of scopes and variables from stack frames

Prevent editor from grabbing focus when a DAP session is active

Implemented "next" and "stepIn" requests

Implemented "Source" checksum computing

Switched expected errors from macros to silent guards

Refactored message_id

Respect client settings regarding lines/columns behavior

Refactored nested DAP fields

Implement reporting of "Members" and "Globals" scopes as well

Fix error messages not being shown, and improved wrong path message
2021-08-02 10:43:35 +01:00
Aaron Franke dbad475fc7
Use real_t in editor plugins
Also use const more often and delete dead code in CanvasItemEditor
2021-08-01 21:48:34 -05:00
Aaron Franke 9f3ae0adcd
Move code for looking_at to Basis 2021-08-01 12:49:02 -05:00
Paulb23 809a32c045 Clean up and complete CodeEdit inspector and docs 2021-08-01 12:24:19 +01:00
Paulb23 dd5a37f556 Move symbol lookup into CodeEdit 2021-08-01 12:06:33 +01:00
Paulb23 12f0053555 Move auto brace completion to CodeEdit 2021-08-01 12:06:33 +01:00
Yuri Roubinsky bb5729fd35 Prevent warning spam to console when dragging a CanvasItem in container 2021-08-01 13:01:46 +03:00
Nicholas Huelin 3ffd75107d
Make the "View" menu in 3D view toolbar stay open when selecting a checkbox
This pull request fixes an issue where the "View" menu in the 3D view toolbar would close when you selected either the "View Origin" or "View Grid" checkboxes. This was inconvenient and wasted time by making you have to reopen the menu in order to get to other settings anytime you changed this.
2021-07-31 16:33:38 -04:00
Rémi Verschelde 20fa3ec093
Merge pull request #51110 from pycbouh/editor-put-the-colon-back-in
Put multiple colons back into translated strings
2021-07-31 22:05:43 +02:00
Yuri Sizov 969ba687ef Put multiple colons back into translated strings 2021-07-31 20:08:07 +03:00
Haoyu Qiu 284c6c81eb Make action names translatable 2021-07-31 22:19:51 +08:00
Rémi Verschelde 92c5c46da7
Merge pull request #51041 from foxydevloper/new-resources-snake-case
Name new resource files with `snake_case`
2021-07-30 15:44:29 +02:00
Rémi Verschelde e95e33f251
Merge pull request #35891 from Calinou/editor-viewport-highlight-context-menus
Highlight context menu items at the top of the 2D/3D viewports
2021-07-30 15:18:48 +02:00
Hugo Locurcio e92297cc3d
Make the focus outline translucent for editor viewports
This makes the focus outline less distracting on the
2D and 3D editor viewports.
2021-07-30 14:20:54 +02:00
Rémi Verschelde 74aa7e26e9
Merge pull request #51011 from foxydevloper/drag-drop-root-default 2021-07-30 09:02:09 +02:00
foxydevloper ae7a74625d Name new resource files with `snake_case` 2021-07-29 20:53:33 -04:00
foxydevloper f641327dcf Make drag and drop into viewport add to root node by default
When dragging and dropping a texture, mesh, or scene from the FileSystem into the
2D or 3D viewport, it will be added as a child of the current scene's root node.
2021-07-29 15:47:42 -04:00
kleonc 8a48cb466e SpriteFramesEditor: preserve source texture margins when creating frames from AtlasTexture 2021-07-29 20:18:39 +02:00
foxydevloper 07a8f0fe38 Name nodes added from drag & drop by `name_casing` 2021-07-29 00:29:24 -04:00
Nicholas Huelin 28f45e923c
Fix duplicate shortcut in TileMap Editor
This pull request fixes an issue where the paint and erase tools in the TileMap editor had the same shortcut (E). The erase tool having "E" be its shortcut makes more sense than the paint tool having that be its shortcut. So I changed the paint tool's shortcut to be "D" since nothing else uses it and it's short for "draw", it's also right next to "S" on the keyboard which happens to be the selection tool.
2021-07-28 17:33:17 -04:00
Hugo Locurcio 026aea681d
Improve the 2D editor ruler display
- Use the ° symbol instead of "deg" to reduce clutter.
- Round the displayed lengths to only one decimal instead of two
  to further reduce clutter.
- Don't make the `px` suffix localizable, as it isn't localizable
  anywhere else in the editor.
2021-07-28 16:04:48 +02:00
Rémi Verschelde 7f0a83c129
Merge pull request #50597 from Calinou/3d-editor-improve-manipulation-gizmo
Improve the 3D editor manipulation gizmo
2021-07-28 15:33:24 +02:00
Rémi Verschelde 9f5436c799
Merge pull request #50826 from Calinou/editor-improve-mesh-uv-preview
Improve MeshInstance3D UV preview in the editor
2021-07-28 15:30:29 +02:00
Hugo Locurcio 81d2d2b41a
Highlight context menu items at the top of the 2D/3D viewports
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.
2021-07-27 16:45:02 +02:00
Rémi Verschelde 0f7b7bcbce
Merge pull request #50836 from Calinou/3d-editor-camera-preview-add-shortcut
Add shortcut to toggle the 3D editor's camera preview
2021-07-27 13:34:10 +02:00
Rémi Verschelde 41013e4f9a
Merge pull request #50933 from JFonS/gizmo_rework_improvements 2021-07-27 13:19:46 +02:00
jfons d7b58ebc9c Fixes to editor subgizmos
* Fixed subgizmo editing on scaled nodes.
* Added more clarifications on the coordinate space of subgizmos.
* Given input priority to the transform gizmo over subgizmo selection.
2021-07-27 12:55:57 +02:00
Yuri Roubinsky 88e3d13416 Fix icon colors in 3d editor on theme changing 2021-07-26 22:50:09 +03:00
Rémi Verschelde fab3412139
Merge pull request #50899 from akien-mga/refref
Use Ref<T> references as iterators where relevant
2021-07-26 19:45:04 +02:00
Rémi Verschelde 92299989bd
Use Ref<T> references as iterators where relevant
And const when possible.
2021-07-26 19:27:11 +02:00
SaracenOne fbda490d0f Removing bounding box calculations from 3D scene drag and drop and collide against physics rather than visual geometry. 2021-07-26 17:38:48 +01:00
Rémi Verschelde 8f6c16e4a4
Merge pull request #50847 from reduz/implement-binary-shader-compilation
Implement Binary Shader Compilation
2021-07-26 17:09:48 +02:00
reduz cf3f404d31 Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.

This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26 08:40:39 -03:00
Rémi Verschelde 5707c5d0ff
Merge pull request #48620 from Calinou/editor-3d-hide-selection-box-no-gizmos
Hide the 3D editor selection box when View Gizmos is disabled
2021-07-26 12:44:50 +02:00
kobewi bba76e45ff Fix undo for bucket tool in tile map 2021-07-26 11:24:34 +02:00
Hugo Locurcio 75dc0d1869
Add shortcut to toggle the 3D editor's camera preview
A Camera3D 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.
2021-07-25 12:53:38 +02:00
Rémi Verschelde ff0b5f8fa1
Merge pull request #50809 from akien-mga/iterators-const-references 2021-07-25 12:52:58 +02:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
luz paz 3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Hugo Locurcio 8cdfd2e706
Improve MeshInstance3D UV preview in the editor
- 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.
2021-07-25 01:11:24 +02:00
Rémi Verschelde 2bf903e98d
Merge pull request #50791 from foxydevloper/select-mode-tooltip-improvation
Improve select tool's tooltip for 2D and 3D
2021-07-24 23:45:44 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
foxydevloper 6b90e2df6c Improve select tool's tooltip
- 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
2021-07-23 17:30:45 -04:00
Rémi Verschelde 4c3d5850de
Merge pull request #50748 from JFonS/gizmo_rework
Node3D gizmo improvements
2021-07-23 21:55:16 +02:00
jfons cfb555a081 Node3D gizmo improvements
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-23 21:01:10 +02:00
kobewi 2846dbf239 Don't set metadata_label font if it doesn't exist 2021-07-23 16:29:49 +02:00
Rémi Verschelde 8cddd3b2c0
Merge pull request #50768 from Calinou/editor-asset-library-urls-clarify
Clarify the purpose of the default asset library URLs in the editor
2021-07-23 15:40:01 +02:00
Rémi Verschelde 995093f59d
Merge pull request #37760 from KoBeWi/rect_edit_level_up
Allow for easier editing of rect CollisionShape2D
2021-07-23 14:38:04 +02:00
Hugo Locurcio eac8ba6ce8
Clarify the purpose of the default asset library URLs in the editor
`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.
2021-07-23 13:02:04 +02:00
Lightning_A 8ad00087ce Fix `TexturePreview` crashing 2021-07-22 13:43:34 -06:00
Yuri Roubinsky 80bd8171d0 Removes EmitParticle node from the start functions in visual shader 2021-07-21 17:56:01 +03:00
Gilles Roudière 5d34a81e52 Implement atlas merging and tile proxies 2021-07-21 12:36:37 +02:00
Rémi Verschelde d4bbdb8367
Merge pull request #50521 from aaronfranke/iseqapprox
Use `is_equal_approx` in more places
2021-07-21 11:16:19 +02:00
Aaron Franke 78b0a7da03
Use is_equal_approx in more places 2021-07-21 00:32:37 -04:00
foxydevloper 429382b7e5 Fix hidden seperators when horizontal frames is 1 2021-07-20 19:01:08 -04:00
Rémi Verschelde c82daaed48
Merge pull request #38317 from verdog/get-cam-2d-4.0
add viewport.get_camera_2d()
2021-07-20 22:19:06 +02:00
Michael Alexsander be1d5b0e73 Minor enhancements for the TileMap editor 2021-07-20 11:20:14 -03:00
Rémi Verschelde a0d13995c8
Merge pull request #50621 from KoBeWi/feel_good_scroll
Add scrolling to tile atlas view
2021-07-20 13:04:32 +02:00
kobewi 1bb2340652 Add scrolling to tile atlas view 2021-07-20 12:36:01 +02:00
Rémi Verschelde 313c88ef39
Merge pull request #50631 from timothyqiu/add-item-type
Improve add item type UI in theme editor
2021-07-20 12:05:49 +02:00
Rémi Verschelde 1af58e046e
Merge pull request #50500 from LightningAA/simplify-subviewport-preview-editor-theme
Remove unnecessary `get_editor_theme()` in `SubViewportPreview`
2021-07-20 11:19:07 +02:00
Haoyu Qiu 4501df3727 Improve add item type UI in theme editor 2021-07-20 16:56:52 +08:00
Rémi Verschelde 394191c02f
Merge pull request #50605 from Calinou/tweak-shader-code-style
Use C++11 raw literals for shader code to improve readability
2021-07-20 10:05:13 +02:00
Rémi Verschelde 87d8927ab0
Merge pull request #50624 from foxydevloper/translate-more-strings
Make various strings translatable
2021-07-20 09:45:17 +02:00
Rémi Verschelde 2f060df059
Merge pull request #50498 from LightningAA/zoom-out-alt-4.0
Add shift + [1-5] keyboard shortcuts to zoom out
2021-07-20 09:01:30 +02:00
Atlinx ac5f3a6733 Add scaling to the curve editor's handles
This fixes issue #50617
2021-07-19 20:27:28 -04:00
foxydevloper 42d740d641 Make various strings translatable 2021-07-19 18:30:52 -04:00
Rémi Verschelde dfc1ec7fb9
Merge pull request #50606 from Chaosus/textedit_fix_guttertype
Fixed typos in `TextEdit::GutterType` enum
2021-07-19 16:40:42 +02:00
Yuri Roubinsky 1597045b09 Fixed typos in `TextEdit::GutterType` enum 2021-07-19 11:18:54 +03:00
Hugo Locurcio abc38b8d66
Use C++11 raw literals for shader code to improve readability
In files that have lots of branching, `\t` was replaced with a
tab character instead.
2021-07-19 08:19:50 +02:00
reduz 6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Hugo Locurcio 6cfcbbbb93
Improve the 3D editor manipulation gizmo
- 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.
2021-07-19 00:46:27 +02:00
Lightning_A 8aaa41ec97 Remove unnecessary get_editor_theme() in SubViewportPreview 2021-07-18 14:48:37 -06:00
Rémi Verschelde 51a10feb9d
Merge pull request #50509 from Calinou/editor-tweak-select-mode-drag-threshold
Tweak editor select mode drag threshold for better usability
2021-07-17 19:37:11 +02:00
Yuri Sizov 4bcdbf1280 Fix focus behavior in the Add Item Type dialog of the Theme editor 2021-07-17 13:20:10 +03:00
Andrii Doroshenko (Xrayez) d64e7a7299 VCS: Allow to stage and commit all files with Ctrl + Enter 2021-07-17 12:56:54 +03:00
Yuri Sizov d82ec336d9 Fix control picker in the Theme editor 2021-07-16 21:32:58 +03:00
Lightning_A e3e8c234e4 Add shift + [1-5] keyboard shortcuts to zoom out 2021-07-16 12:20:08 -06:00
Hugo Locurcio ac52178850
Tweak editor select mode drag threshold for better usability
- Use a smaller drag threshold (8 pixels instead of 10 pixels).
- Scale the 2D editor drag threshold with the zoom to make it
  work the same regardless of the current zoom level.
2021-07-16 06:17:40 +02:00
Rémi Verschelde b3349e4c68
Merge pull request #47245 from LightningAA/add-viewport-spy-4.0
Add the ability to preview viewports from the inspector
2021-07-15 08:53:43 +02:00
fox 2623ee7a94 Fix wrong behavior of alt+rmb and list tool for locked nodes 2021-07-14 09:23:37 -04:00
Rémi Verschelde 536825d004
Rename Curve3Texture to CurveXYZTexture
Neither name is a perfect match but `Curve3Texture` looked too similar to
`CurveTexture` and `Curve3D`, which made things confusing when picking a
texture type or browsing the API reference.
2021-07-14 00:30:58 +02:00
Rémi Verschelde b61b30e6ff
Merge pull request #50420 from KoBeWi/counter_headers
Add header theme type variations to labels
2021-07-13 17:57:03 +02:00
kobewi f4b361dd15 Add header theme type variations to labels 2021-07-13 15:42:09 +02:00
Hugo Locurcio a3fbd68781
Fix casing of the "to" stop word in editor strings
This also fixes a C# documentation example that had one of its
strings incorrectly converted.
2021-07-13 15:29:06 +02:00
Rémi Verschelde b44b277f6f
Merge pull request #50169 from pycbouh/theme-type-variations 2021-07-13 15:13:00 +02:00
Rémi Verschelde aab6dc301c
Merge pull request #50086 from Geometror/label-improve-layout-options
Improvements to Label's layout options
2021-07-13 13:10:42 +02:00
Rémi Verschelde a371551533
Merge pull request #47667 from Calinou/assetlib-auto-install-prompt
Automatically display the installer after downloading an asset
2021-07-13 11:17:53 +02:00
Rémi Verschelde 51b0aed4b7
Merge pull request #48252 from Calinou/improve-2d-editor-zoom 2021-07-13 10:46:30 +02:00
Rémi Verschelde 6a47de653a
Merge pull request #50341 from goostengine/vcs-diff-min-size
Set minimum size for "Version Control" diff bottom panel
2021-07-13 08:30:06 +02:00
Lightning_A b09f681768 Add viewport preview plugin
Also includes a minor refactor of TextureEditorPlugin.
2021-07-12 20:04:46 -06:00
Yuri Sizov 4ee0e6ddf5 Add type variations to Theme 2021-07-13 02:26:28 +03:00
Rémi Verschelde fc00a83901
Merge pull request #50262 from nekomatata/convex-hull-simplification
Options to clean/simplify convex hull generated from mesh
2021-07-12 22:15:40 +02:00
Rémi Verschelde 30d4732623
Merge pull request #50389 from Chaosus/vs_uniform_ref
Auto-set a first compatible uniform on dragging to create a UniformRef (VisualShaders)
2021-07-12 19:24:27 +02:00
Rémi Verschelde 3c0c202bf6
Merge pull request #49725 from EricEzaM/multi-node-picking-fixes
Fixes for multi-node editing interactions.
2021-07-12 19:23:13 +02:00
Rémi Verschelde 69f1048ef5
Merge pull request #50233 from Calinou/editor-add-both-environment-and-sun
Add both preview sun and sky at the same time when holding Shift
2021-07-12 15:37:11 +02:00
Hugo Locurcio 8844bb7855
Add the preview sun and sky to the beginning of the scene tree
This generally looks better when adding more nodes to the scene
in the future.
2021-07-12 12:08:58 +02:00
Hugo Locurcio 2708fcf13d
Automatically display the installer after downloading an asset
- 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.
2021-07-12 11:47:43 +02:00
Yuri Roubinsky 7d34701d63 Auto-set a first compatible uniform on dragging to create a UniformRef 2021-07-12 11:19:42 +03:00
Yuri Roubinsky 9d4afa8b75
Merge pull request #50149 from Chaosus/vs_curve3d 2021-07-11 12:36:56 +03:00
Hugo Locurcio 43f9699a26
Improve 2D editor zoom logic
- 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%, …).
2021-07-10 17:32:40 +02:00
Andrii Doroshenko (Xrayez) 0fce7aea88 Set minimum size for "Version Control" diff bottom panel
Allows to see version diffs without having to expand the bottom panel
manually when clicking on a changed file in the "Commit" dock.
2021-07-10 14:26:16 +03:00
PouleyKetchoupp 1de995ae99 Options to clean/simplify convex hull generated from mesh
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.
2021-07-07 12:14:12 -07:00
Yuri Roubinsky 2736c389aa Fix a connection bug in visual shaders 2021-07-07 20:42:32 +03:00
Hugo Locurcio ddb3020758
Add both preview sun and sky at the same time when holding Shift
This makes setting up scenes for prototyping faster.

A tooltip was added to let people know about this feature.
2021-07-07 13:50:19 +02:00
Rémi Verschelde 7428c07624
Merge pull request #50236 from Calinou/editor-preview-sun-sky-add-root-node
Add a root Node3D automatically if absent when adding preview sun and sky
2021-07-07 12:44:08 +02:00
Rémi Verschelde 82d4a8903b
Merge pull request #50222 from Calinou/editor-information-use-multiply-sign
Use the Unicode multiplication symbol for the viewport size display
2021-07-07 10:03:09 +02:00
Hugo Locurcio 99909cb4f7
Add a root Node3D automatically if absent when adding preview sun and sky
This makes for a smoother prototyping process compared to displaying
an error message.
2021-07-07 01:59:46 +02:00
Hugo Locurcio 7f845d913a
Fix warning message spam when a VoxelGI node is selected in the editor
Support for anisotropy in VoxelGI was removed during its development
due to the high cost. This was a leftover from anisotropy support.
2021-07-06 23:02:59 +02:00
Hugo Locurcio c72efd20b8
Use the Unicode multiplication symbol for the viewport size display 2021-07-06 21:52:59 +02:00
Eric M c2ba7464b6 Added EditorInspectorPlugin to aid in editing InputEvents in resources and shortcuts 2021-07-06 23:50:33 +10:00
Rémi Verschelde 3fbfb24773
Merge pull request #50070 from timothyqiu/emu-numpad
Add numpad emulation in 3D viewport
2021-07-05 14:18:36 +02:00
Rémi Verschelde d3c9726835
Merge pull request #50046 from Calinou/editor-camera-preview-allow-view-menu
Allow using the 3D editor's View menu while previewing a camera
2021-07-05 14:14:53 +02:00
reduz f4379cbc82 Clean up Tree
Fixes some problems introduced by #49917

* Tree used minimum size as a stretch ratio, so it forced a minimum size of 1.
* Minimum size redone, stretch ratio moved to a separate setting
* Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired.
* Added a clip content option for situations where fit to contents does not apply.
* Icon would scroll with the item, making it invislbe if the item is too long.
* Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
2021-07-04 13:13:53 -03:00
Hendrik Brucker 56a8d3f30c Improvements to Label's layout options
- Added options to trim the text in case it overruns
- Added more autowrap modes
- Improved line breaking, which ignores trailing spaces
2021-07-04 16:43:55 +02:00
Yuri Roubinsky 4cf2f79892 Added Curve3Texture to Visual Shaders 2021-07-04 12:21:19 +03:00
Josh Chandler 879f84d8f8 add viewport.get_camera_2d()
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code
* simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results
* rebased to current godot master
2021-07-03 15:08:17 -04:00
reduz 6c55d2aad2 Fix Render Info
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
2021-07-03 10:15:04 -03:00
kobewi 5e593dda9b Support single quote when dropping files to script 2021-07-03 13:03:20 +02:00
Haoyu Qiu 4a26e61e89 Add numpad emulation in 3D viewport 2021-07-02 15:41:44 +08:00
Aaron Franke 2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
Rémi Verschelde ad8a2b3d52
Merge pull request #50040 from reduz/fix-renderingserver-bindings
Clean up RenderingServer and its bindings
2021-07-01 15:17:33 +02:00
reduz 37776b2867 Clean up RenderingServer and its bindings
* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
2021-07-01 09:07:36 -03:00
Hugo Locurcio fab3d136e0
Allow using the 3D editor's View menu while previewing a camera
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.
2021-07-01 12:43:53 +02:00
Rémi Verschelde 801548fb70
Merge pull request #49994 from akien-mga/script-duplicate-selection
Script editor: Rename 'Clone Down' to 'Duplicate Selection'
2021-07-01 09:43:02 +02:00
Hugo Locurcio b7bb84bf46
Add keyboard shortcuts for grouping and locking nodes, change grid toggle
- Locking nodes can now be done by pressing Ctrl + L, and unlocking with
  Ctrl + Shift + L.
- Grouping nodes is now done by pressing Ctrl + G, and ungrouping with
  Ctrl + Shift + G (similar to Inkscape).
- Toggling the grid is now done by pressing the `#` key
  (also similar to Inkscape). This change was needed as Ctrl + G
  now groups selected nodes.

Different shortcuts are used for the lock/unlock and group/ungroup
actions, so that the shortcuts are idempotent.
2021-06-30 23:09:26 +02:00
Rémi Verschelde 270f9d4c88
Merge pull request #50014 from reduz/remove-immediate
Deprecate ImmediateGeometry
2021-06-30 20:18:59 +02:00
reduz 85cf99f28e Deprecate ImmediateGeometry
* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
2021-06-30 14:14:41 -03:00
reduz 75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
Hugo Locurcio bdca0daadc
Tweak the 2D game camera override tooltips to match 3D 2021-06-29 16:18:37 +02:00
Rémi Verschelde d41f4aca77
Script editor: Rename 'Clone Down' to 'Duplicate Selection'
Fixes #36670.
2021-06-29 12:14:24 +02:00
Rémi Verschelde 8fb7a9f023
Merge pull request #49719 from LightningAA/rename-node-is-ancestor-of
Rename `is_a_parent_of()` to `is_ancestor_of()`
2021-06-29 12:07:25 +02:00
Gilles Roudière 30a615dd94 Implement painting properties over TileSets 2021-06-29 11:07:46 +02:00
Rémi Verschelde 89f270f4c5
Merge pull request #49917 from groud/tree_disable_scroll
Allow disabling scrolling in Tree and implement horizontal scrolling
2021-06-28 18:41:23 +02:00
Gilles Roudière d7d32ced5b Implement Tree's internal minimum width calculation 2021-06-28 15:54:31 +02:00
Yuri Roubinsky 46cd36f009 Fix auto-connection from output node to input (VisualShaders) 2021-06-28 14:38:08 +03:00
Hugo Locurcio 2cc053c64b
Use Ctrl + G to toggle the 3D editor grid visibility by default
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.
2021-06-24 20:01:47 +02:00
Rémi Verschelde cb8f045de8
Merge pull request #49650 from KoBeWi/FindReplaceCrash
Fix crash with FindReplaceBar
2021-06-24 19:21:01 +02:00
kobewi 35a38717e2 Fix crash with FindReplaceBar 2021-06-24 15:38:29 +02:00
Hugo Locurcio 30fcf3045a
Improve error message when there are no meshes to bake for 3D occlusion 2021-06-23 15:32:48 +02:00
Lightning_A 899e5f8685 Rename `is_a_parent_of()` to `is_ancestor_of()` 2021-06-21 08:39:28 -06:00
Rémi Verschelde 9da7f06900
Merge pull request #49665 from Paulb23/code_edit_indent
Move indentation into CodeEdit
2021-06-21 09:13:15 +02:00
Yuri Sizov 304c9b995b Fix pinned StyleBox incorrectly reacting to several actions in the new Theme editor 2021-06-20 23:04:56 +03:00
Paulb23 1a0cfc219b Move indent management to CodeEdit 2021-06-20 20:00:54 +01:00
Aaron Franke 0ce49800ac
Use mouse and joypad enums instead of plain integers
Also MIDIMessage
2021-06-20 11:54:24 -04:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Rémi Verschelde 60dcc4f39c
Merge pull request #49742 from Paulb23/remove_keywords_textedit
Remove redundant keywords from TextEdit
2021-06-20 00:39:18 +02:00
Rémi Verschelde 9b7c963d19
Merge pull request #48804 from EricEzaM/scripting-multi-error-support
Added support for scripts reporting multiple errors to ScriptTextEditor
2021-06-20 00:38:49 +02:00
Paulb23 ab49ea032c Remove redundant keywords from TextEdit 2021-06-19 13:56:54 +01:00
Eric M d0e78c86d7 Added support for scripts reporting multiple errors to ScriptTextEditor
Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
2021-06-19 22:20:30 +10:00
Marcel Admiraal 2bafcd3422 Consolidate JSON, JSONParseResults and JSONParser into JSON
Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
2021-06-19 08:01:40 +01:00
Eric M 83cb48e69e Fixes for multi-node editing interactions.
1. When having 2 nodes selected, deselecting one in the ScemeTreeDock would keep the inspector in MultiNodeEdit rather than editing the one remaining node directly. This is now fixed. Closes #49451
2. In the Node3D editor, Shift-Selecting a region (drag selecting) would *deselect* nodes which were already selected, and select ones which were not, essentially inverting the selection. This is now fixed - shift-drag-selecting will only add nodes to the selection. To deselect, individual nodes can be clicked on. I am not sure if there is an issue open for this - it was a bug I found while testing other changes.
3. Other minor code cleanup.
2021-06-19 13:07:42 +10:00
Rémi Verschelde 92f20fd70e
Merge pull request #49659 from LightningAA/string-valid-integer-to-int 2021-06-18 16:14:14 +02:00
Rémi Verschelde 43755eada4
Merge pull request #47802 from Calinou/editor-sprite-frames-select-hold-mouse
Allow selecting frames by holding down the mouse in SpriteFrames editor
2021-06-18 12:28:35 +02:00
Aaron Franke 6565191660
Allow setting the preview sun angle with numbers 2021-06-17 23:28:02 -04:00
Hugo Locurcio 5e8eb20ad6
Allow selecting frames by holding down the mouse in SpriteFrames editor
This complements the existing (Ctrl +) Shift + Left mouse button
multiple frame (de)selection.
2021-06-17 20:11:50 +02:00
Rémi Verschelde 085e1d3c03
Merge pull request #49670 from reduz/rename-visibility-notifiers
Rename VisibilityNotifier2D/3D to VisibleOnScreenNotifier2D/3D
2021-06-17 15:14:44 +02:00
Rémi Verschelde 0943ec632c
ThemeEditor: Fix text_submitted connections after #49258 2021-06-17 13:14:06 +02:00
reduz ab2456b740 Rename VisibilityNotifierXD to VisibleOnScreenNotifierXD
* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
2021-06-16 22:01:39 -03:00
Rémi Verschelde bb4c464fec
Merge pull request #49258 from megalobyte/editor-fix
Fixes for documentation search
2021-06-17 02:25:41 +02:00
Rémi Verschelde 272a16d8ce
Merge pull request #49667 from Riteo/remove-grid-map-lock-view
Remove GridMap's "Lock View" option and a related method.
2021-06-17 01:03:17 +02:00
Rémi Verschelde 341cb8da31
Merge pull request #49238 from Paulb23/code_edit_code_folding
Move code folding into CodeEdit and hide line hiding API
2021-06-16 20:11:39 +02:00
Gregory Basile 8ab13f8ace Documentation search fixes
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
2021-06-16 09:43:34 -07:00
Lightning_A b6af2a29eb Rename `is_valid_integer()` to `is_valid_int()`
Method from `String`
2021-06-16 10:32:22 -06:00
Haoyu Qiu 5046a7d1b1 Don't use the abbrevation "Sep." in UI text 2021-06-16 19:40:12 +08:00
Riteo Siuga 7cb3476a1c
Remove GridMap's "Lock View" option and a related method.
Apparently this feature utilized a completely commented out 7+ years old
method, effectively doing nothing. Since it was designed with a completely
different editor design in mind it is pretty much incompatible and as such
it's best to remove it for now.
2021-06-16 04:14:37 +02:00
Rémi Verschelde fed31b1827
Merge pull request #49616 from BastiaanOlij/more_rename_transform
Adding some more missing renames for Transform3D and Quaternion
2021-06-15 16:50:52 +02:00
Rémi Verschelde acdcd37ad2
Merge pull request #49003 from Calinou/editor-freelook-fix-redrawing-when-not-moving
Fix editor constantly redrawing when freelook is active with still camera
2021-06-15 16:27:08 +02:00
Bastiaan Olij 2161fd117b
Adding some more missing renames for Transform3D and Quaternion 2021-06-15 16:01:50 +02:00
Rémi Verschelde 9f8d892e4e
Merge pull request #49310 from foxydevloper/add-drag-threshold-select-mode
Prevent accidental drags by adding drag distance threshold
2021-06-15 15:34:28 +02:00
Yuri Sizov d0e86c7afc Overhaul the theme editor and improve user experience 2021-06-14 21:46:30 +03:00
Rémi Verschelde 12e0f10c74
Merge pull request #49227 from pycbouh/editor-theme-freeze-changes
Prevent `Theme` resource from emitting changes during bulk operations
2021-06-13 15:44:32 +02:00
Rémi Verschelde ef7974f3d9
Merge pull request #49526 from Chaosus/fix_textureregion_errors 2021-06-13 14:44:50 +02:00
Rémi Verschelde 6d98f84abb
Merge pull request #48746 from KoBeWi/bane_of_all_virtual_compatibility
Consistently prefix bound virtual methods with _
2021-06-12 23:00:40 +02:00
Hugo Locurcio d1c5dd5b68
Fix game camera override tooltips being swapped
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).
2021-06-12 19:39:34 +02:00
Yuri Roubinsky 19afaa0203 Fixed a bunch of connection errors in TextureEditorPlugin 2021-06-12 08:01:02 +03:00
kobewi 7ff135b015 Consistently prefix bound virtual methods with _ 2021-06-12 00:55:52 +02:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to `core/io`
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Rémi Verschelde 58c1235111
Merge pull request #49265 from KoBeWi/keepfreplace_2_keepers_of_replace
Move FindReplaceBar out of CodeTextEditor
2021-06-09 21:07:27 +02:00
Rémi Verschelde 27cf525713
Merge pull request #42248 from Chaosus/vs_particles_shader
Continuation of work on visual particles system
2021-06-09 11:15:41 +02:00
kobewi da6aebeb4c Move FindReplaceBar out of CodeTextEditor 2021-06-08 23:23:07 +02:00
Rémi Verschelde 090e4c4abd
Merge pull request #49422 from timothyqiu/hani-preview-text
Fix font preview text for CJKV ideographs
2021-06-08 23:15:30 +02:00
Paulb23 d4c165d8c7 Fix TextEditor redo shortcut typo 2021-06-08 17:41:35 +01:00
Haoyu Qiu 4d5acd76f4 Fix font preview text for CJKV ideographs 2021-06-08 21:39:22 +08:00
Yuri Roubinsky f632e36ae5 Continuation of work on visual particles system 2021-06-07 20:33:17 +03:00
Rémi Verschelde afbabd12f3
Merge pull request #49337 from Chaosus/vs_texture_func
Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
2021-06-07 09:38:37 +02:00
Yuri Roubinsky b2d2822a39 Adds `UVFunc` for panning/scaling on UV's to VisualShader's. 2021-06-07 08:31:48 +03:00
kobewi a97546d4ea Don't save built-in script when adding method 2021-06-06 23:58:35 +02:00
Rémi Verschelde aa251c310a
Merge pull request #49325 from reduz/rename-gi-classes
Rename GI Classes
2021-06-06 09:50:06 +02:00
TwistedTwigleg 8aa3c2f091 New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.

This work was sponsored by GSoC 2020 and TwistedTwigleg.

Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2021-06-05 15:19:51 -04:00
reduz 32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
fox 00a4ee5cf3 Add threshold to dragging nodes with select to prevent accidental drags 2021-06-04 11:39:46 -04:00
Rémi Verschelde 95ff547da4
Merge pull request #44198 from madmiraal/rename-translation-position
Rename Node3D's property translation to position
2021-06-04 11:34:35 +02:00
Rémi Verschelde 875ed4d600
Merge pull request #47336 from Calinou/rename-shader-file-extension
Rename the `.shader` file extension to `.gdshader`
2021-06-04 11:26:14 +02:00
Marcel Admiraal a6e44bd16c Rename Node3D's property translation to position 2021-06-04 09:54:52 +01:00
Aaron Franke 6f472d154b
Rename EditorPropertyTransform to EditorPropertyTransform3D 2021-06-03 21:58:26 -04:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Yuri Roubinsky 8456682222 Fix changing theme coloring for error label in VisualShader editor 2021-06-03 10:58:55 +03:00
Paulb23 5c618dd03d Move code folding into CodeEdit and hide line hiding API 2021-06-01 17:07:01 +01:00
Rémi Verschelde c5f237eaf8
Merge pull request #45393 from Paulb23/code_edit_autocomplete 2021-06-01 17:58:19 +02:00
Paulb23 c1b9971ad8 Move and expose Code Hint in CodeEdit 2021-06-01 15:38:45 +01:00
Paulb23 1c16673798 Move and expose AutoComplete in CodeEdit 2021-06-01 15:38:45 +01:00
Paulb23 680dc9e81a Add comment and string tracking to CodeEdit 2021-06-01 15:38:45 +01:00
kleonc 019c99e538 TextureRegionEditor Fix not updating on editing region with autoslice cached 2021-06-01 12:17:32 +02:00
Yuri Sizov 9cd96ebe0e Prevent Theme resource from emitting changes during bulk operations 2021-05-31 17:40:45 +03:00
Rémi Verschelde 4e3d5148ff
Merge pull request #49157 from Chaosus/vs_billboard
Added Billboard Node to Visual Shaders
2021-05-31 12:23:01 +02:00
Rémi Verschelde 1d35a35d4f
Merge pull request #49175 from nobuyukinyuu/bind-zoom-on-position
Bind CanvasItemEditor::_zoom_on_position and CanvasItemEditor::get_st…
2021-05-31 11:45:59 +02:00
Rémi Verschelde a8c144f72e
Merge pull request #49121 from KoBeWi/dropreload
Add preload() to resource path when holding Ctrl
2021-05-31 11:10:37 +02:00
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
nobuyuki_nyuu a715887299 Bind CanvasItemEditor::_zoom_on_position and CanvasItemEditor::get_state to ClassDB 2021-05-28 13:34:30 -05:00
Yuri Roubinsky f06db8b778 Added Billboard Node to Visual Shaders 2021-05-28 09:24:06 +03:00
kobewi 4bee21bcc4 Add preload() to resource path when holding Ctrl 2021-05-27 12:22:32 +02:00
Yuri Roubinsky af3f047f49 Fixed console error spam (about invalid edited scene index) 2021-05-26 19:28:38 +03:00
Yuri Roubinsky 0b4b1f872c
Merge pull request #49056 from Chaosus/vs_color 2021-05-26 11:07:22 +03:00
Yuri Roubinsky 8f9b91dab1 Implements expandable color ports in visual shaders 2021-05-26 10:45:53 +03:00
Gilles Roudière 78ad206d74 Add TileMap grid editor settings. 2021-05-25 10:23:57 +02:00
Yuri Roubinsky 6772f70ec3 Fixes adding nodes on dragging in visual shaders 2021-05-24 13:50:10 +03:00
Rémi Verschelde 7cb23e4306
Merge pull request #48956 from Chaosus/vs_fix_adding_multiple_resources_undo
Fixes non-atomary action of dragging resources on visual shader graph
2021-05-24 12:21:35 +02:00
Rémi Verschelde 6580d1798a
Merge pull request #48829 from Chaosus/vs_comment_node_fixes
Prevents VisualShaderNodeComment from overlapping its content
2021-05-24 12:21:19 +02:00
Hugo Locurcio 21807f8d88
Fix editor constantly redrawing when freelook is active with still camera
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).
2021-05-23 19:50:53 +02:00
Rémi Verschelde 809948f977
Merge pull request #40397 from KoBeWi/silent_seeker
Allow to move timeline without moving animation
2021-05-23 17:28:21 +02:00
kobewi 0ac5be1e67 Reset Shader Editor scroll when changing shader 2021-05-23 13:54:45 +02:00
kleonc 07d346dfa5 SpriteFramesEditor Minor fixes 2021-05-23 10:59:21 +02:00
Hugo Locurcio 80f4e407b2
Add a keyboard shortcut to select the word under cursor in TextEdit
This also acts as a general-purpose "deselect" shortcut since pressing
it a second time will deselect text.

This is available both in the script editor and in TextEdit fields
in use, both in the editor and projects.

The Duplicate Line script editor shortcut was moved to Ctrl + Shift + D
since it conflicts with the new shortcut (Ctrl + D). The rationale for
doing so is that Duplicate Line is a less commonly used action, and
its behavior can be replicated by copying and pasting the current line
anyway. (With no selection active, the whole line will be copied.)
2021-05-22 23:47:43 +02:00
Yuri Roubinsky 084648bd18 Basic warning support implementation for the Godot Shading Language. 2021-05-22 19:24:31 +03:00
Paulb23 00e10a842f Add custom background line colour to TextEdit and remove marked lines 2021-05-22 14:41:55 +01:00
Yuri Roubinsky 7f5b074b4b Fixes non-atomary action of dragging resources on visual shader graph 2021-05-22 08:16:56 +03:00
Rémi Verschelde 3b3a55ca04
Merge pull request #48918 from groud/fix_tilemap_y_sort
Fixes TileSet Y-sort not working and TileSet not saving correctly
2021-05-22 00:26:36 +02:00
Gilles Roudière 7d80480b72 Fixes TileSet Y-sort not working and TileSet not saving correctly 2021-05-21 10:13:37 +02:00
Rémi Verschelde 28c7e28403
Merge pull request #48895 from JFonS/fix_viewport_rotation_control
Fix swapped front/rear directions in viewport rotation control.
2021-05-20 20:54:40 +02:00
jfons e70e33ddcf Fix swapped front/rear directions in viewport rotation control. 2021-05-20 16:28:38 +02:00
Rémi Verschelde a6a75e2c09
Merge pull request #48812 from groud/tilemap_scenes_painting
Implement scenes tiles in TileMaps
2021-05-20 14:32:40 +02:00
Rémi Verschelde 342f3efc7e
Merge pull request #48882 from aaronfranke/approx-use-double
Make is_equal_approx have explicit float and double versions
2021-05-20 14:17:58 +02:00
Gilles Roudière d8bb53cd21 Implement scenes tiles in TileMaps 2021-05-20 13:12:03 +02:00
Rémi Verschelde 4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Aaron Franke b5b6d3a8ec
Make is_equal_approx have explicit float and double versions 2021-05-20 06:18:11 -04:00
Yuri Roubinsky f100fb9f10 Updates script list colors after theme is changed 2021-05-20 09:02:59 +03:00
Yuri Roubinsky a1657b0356 Prevents VisualShaderNodeComment from overlapping its content 2021-05-19 11:57:11 +03:00
Hugo Locurcio 16876bec76
Fix crash when trying to save with no scenes and scripts open
This could occur when attempting to save project settings when
no scenes or scripts are open (which is common in a brand new project).
2021-05-18 19:48:38 +02:00
Rémi Verschelde 35edb77d1f
Merge pull request #37796 from Gogsi/master
Improve consistency in file order
2021-05-18 11:45:05 +02:00
Georgi Genkov a8c83a7b35 Change EditorFileSystem and ScriptEditor file sorting order to improve consistency.
Fixes #37721.
2021-05-18 10:42:06 +02:00
trollodel bca0d36fe6 Improve TreeItem API and allow to move nodes 2021-05-17 22:06:46 +02:00
Rémi Verschelde 6c367f8e0d
Merge pull request #48168 from LightningAA/control-to-ctrl-4.0 2021-05-17 17:38:02 +02:00
Rémi Verschelde 37c3b33253
Merge pull request #48605 from sent44/scripteditor_get_codeedit
Add `get_base_editor` to `ScriptEditorBase`
2021-05-16 23:06:01 +02:00
sent44 2b30728ebf Add get_base_editor to ScriptEditorBase 2021-05-15 18:47:00 +07:00
llschuster 6b55ec2ca9 text-editor: fix Clicking warning doesn't center around line 2021-05-13 17:07:39 +02:00
Yuri Sizov 3a66c22e71 Add outlines and contrasting backgrounds to the editor UI elements 2021-05-12 01:45:56 +03:00
Michael Alexsander 6dad72db69 Fix small issues with capitalization in the new TileMap editor 2021-05-10 18:08:07 -03:00
Hugo Locurcio 32cb88b410
Hide the 3D editor selection box when View Gizmos is disabled 2021-05-10 19:21:55 +02:00
Rémi Verschelde a8a51cd75c
Merge pull request #46808 from pycbouh/theme-editor-better-create-ui
Refactor Create Theme menu in Theme Editor
2021-05-09 14:21:37 +02:00
Hugo Locurcio 39f9b92f54
Save the current script when pressing Ctrl + S if no scene is open
- 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.
2021-05-09 12:29:50 +02:00
Yuri Sizov 912420b078 Refactor Create Theme menu in Theme Editor 2021-05-09 03:13:19 +03:00
Lightning_A 97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Rémi Verschelde c3f7465b7e
Merge pull request #48535 from groud/tiles_squashed
TileSet and TileMap rework (squashed)
2021-05-07 20:46:06 +02:00
Gilles Roudière a3dda2df85 Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
  collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
2021-05-07 18:06:17 +02:00
Rémi Verschelde 8962d36bb1
Merge pull request #33577 from Calinou/highlight-control-flow-keywords
Highlight control flow keywords with a different color
2021-05-07 00:52:50 +02:00
Rémi Verschelde 6e621441ca
Merge pull request #45607 from Calinou/improve-editor-theme
Improve the editor theme
2021-05-06 16:45:07 +02:00
Hugo Locurcio 0ade686601
Save the current script when adding a new method via signal connection
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.
2021-05-05 23:31:15 +02:00
Hugo Locurcio e905e8f145
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-05 22:38:12 +02:00
Rémi Verschelde e189ff55a7
Merge pull request #48378 from Calinou/editor-improve-audio-inspector-preview
Improve the editor audio preview inspector appearance and functionality
2021-05-04 17:58:28 +02:00
Aaron Franke 0de9a7d803
Rename `doubleclick` to `double_click` 2021-05-04 04:38:08 -04:00
Rémi Verschelde 0d819ae5f5
Merge pull request #48403 from kleonc/tilemap-editor-modulate-autotile-preview
TileMapEditor Modulate autotile previews
2021-05-03 16:00:50 +02:00
kleonc 3f1b95cfb1 TileMapEditor Modulate autotile previews 2021-05-03 14:58:02 +02:00
kleonc a1b903066e TileMapEditor::_bucket_fill Check autotile coordinates only if autotile is selected 2021-05-03 14:49:52 +02:00
Michael Alexsander 46e0161737 Add comment highlighting to script thumbnails 2021-05-02 21:48:37 -03:00
Hugo Locurcio a50a81b703
Improve the editor audio preview inspector appearance and functionality
- 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.
2021-05-02 14:37:45 +02:00
Rémi Verschelde 0e93a1df79
Remove obsolete LargeTexture, it's no longer useful since 3.x
It existed in early Godot releases to allow working around hardware limitations
on max texture sizes (e.g. hardware limits of 1024x1024 pixels).

Nowadays the max texture size supported natively by Godot is 16384x16384, and
even low end mobile hardware should support at least 4096x4096.

The LargeTexture implementation is basically just an array with offsets, sizes
and textures and should be easy to replicate with a custom Texture resource if
needed - solving most of its bugs on the way as the implementation removed here
has various unimplemented or incomplete methods.
2021-04-28 15:51:55 +02:00
Rémi Verschelde 305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Hugo Locurcio 60b70c77e0
Improve the editor theme
The editor theme now makes use of rounded corners and less borders
to follow modern visual trends.

The default theme's colors were also tweaked to make the blue hue
more subtle (similar to the Arc theme, which was removed as a
consequence). The Alien theme was replaced by a Breeze Dark theme,
which should blend in well with the KDE theme.
2021-04-27 22:38:26 +02:00
Rémi Verschelde 95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling 2021-04-27 19:07:12 +02:00
Rémi Verschelde 8247667a3e
Core: Drop custom `copymem`/`zeromem` defines
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.
2021-04-27 16:26:27 +02:00
Rémi Verschelde b95a82d46a
Merge pull request #47826 from Chaosus/vs_fix_default_input_overriding
Prevents default values of VSNodeCustom from overriding by a script
2021-04-27 10:42:51 +02:00
Rémi Verschelde 759b876b8a
Merge pull request #46593 from pycbouh/theme-editor-better-edit-ui
Refactor Edit Theme menu in Theme Editor
2021-04-23 23:12:25 +02:00
jfons 4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
Rémi Verschelde 8ba06e3161
Merge pull request #47448 from madmiraal/rename-lineedit-cursor
Rename LineEdit getters and setters to match property names
2021-04-19 10:40:29 +02:00
Yuri Sizov 2524238bb3 Refactor Edit Theme menu in Theme Editor 2021-04-18 17:55:49 +03:00
Yuri Roubinsky 8ae5c6c6ec Fix `sky` visual shader mode after last rename 2021-04-17 20:59:48 +03:00
Marcel Admiraal 86822b187e Rename LineEdit caret_* properties getters and setters to match property 2021-04-17 12:41:23 +01:00
Rémi Verschelde 2e87857d75
Merge pull request #47629 from Calinou/editor-allow-center-selection-without-selection
Allow Center Selection to work without any selection in 2D/3D editors
2021-04-16 12:47:47 +02:00
Rémi Verschelde c7a4e2196e
Merge pull request #47878 from clayjohn/rename-get_surface_material
Rename get_surface_material to get_surface_override_material
2021-04-15 07:57:15 +02:00
clayjohn 92731d292c Rename get_surface_material to get_surface_override_material 2021-04-14 20:24:03 -07:00
reduz d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
Rémi Verschelde 6b39980ea9
Merge pull request #47856 from ray90514/bug#47555
Fix multi-selection doesn't correctly show in the inspector
2021-04-14 13:43:35 +02:00
ray90514 16decbc0ee Fix multi-selection doesn't correctly show in the inspector 2021-04-13 18:09:53 +08:00
Yuri Roubinsky 8d3e46098b Prevents default values of VSNodeCustom from overriding by a script 2021-04-12 14:41:08 +03:00
Rémi Verschelde 4a1f2dcb74
Merge pull request #47531 from fire/update-skeleton-display
Update Skeleton3D inspector Bone Transforms
2021-04-12 00:19:23 +02:00
Haoyu Qiu c8a40c8005 Fix 3D selection box size for Node3D 2021-04-11 15:15:52 +08:00
Rémi Verschelde 8b6e3d6375
Merge pull request #46340 from gongpha/various-color-picker
Add Various ColorPicker shapes
2021-04-10 13:29:50 +02:00
Aaron Franke b8f66d58b6
Show a message when trying to zoom farther than the limit 2021-04-09 11:21:09 -04:00
Rémi Verschelde 8ca8868ef9
Merge pull request #47733 from Calinou/editor-tweak-frame-time-display
Tweak frame time display in the editor
2021-04-09 15:37:02 +02:00
Hugo Locurcio 88518d28ba
Tweak frame time display in the editor
- Pad decimal values to avoid layout shifts when the frame time
  changes.
- Cap values to 0.01 milliseconds to avoid division by zero
  in the FPS counter.
2021-04-09 14:58:24 +02:00
Haoyu Qiu 879a290ed9 Fixes Node3D rotation in select mode on macOS 2021-04-09 12:31:26 +08:00
Kongfa Waroros 6294507acb Add Various ColorPicker shapes 2021-04-06 22:48:03 +07:00
Rémi Verschelde d83761ba80
Style: Apply clang-tidy's `readability-braces-around-statements` 2021-04-05 14:09:59 +02:00
Rémi Verschelde 0f0c0e5933
Style: Apply clang-tidy's `modernize-use-bool-literals` 2021-04-05 13:16:35 +02:00
Rémi Verschelde 77dc4c3cb6
Merge pull request #47636 from qarmin/input
Fix crashes in *_input functions
2021-04-05 11:54:08 +02:00
Rémi Verschelde 789646e201
Merge pull request #47632 from Calinou/asset-search-autofocus
Automatically focus the Search field when displaying asset library
2021-04-05 11:38:48 +02:00
Rémi Verschelde 189aa6340e
Merge pull request #47408 from megalobyte/remove-float-recast
Use double when setting the default step size
2021-04-05 11:37:06 +02:00
Rafał Mikrut 504bc5cc67 Fix crashes in *_input functions 2021-04-05 08:52:21 +02:00
Hugo Locurcio d89d00ac7e
Automatically focus the Search field when displaying asset library
- 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".
2021-04-05 01:45:39 +02:00
Hugo Locurcio fc055e1993
Allow Center Selection to work without any selection in 2D/3D editors
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.
2021-04-04 19:58:46 +02:00
Rémi Verschelde a864a703ee
Merge pull request #47624 from Chaosus/vs_fix_context_menu_separator
Fix few bugs in the context menu for Comment node in visual shaders
2021-04-04 18:33:34 +02:00
Yuri Roubinsky 0fecd4ee4d Fix separator duplication in visual shader context menu 2021-04-04 17:55:42 +03:00
Yuri Roubinsky 44af52d62c Prevents TextureUniform in visual shaders from conversion to constant 2021-04-04 17:32:44 +03:00
Rémi Verschelde cbf5408685
Merge pull request #46273 from Chaosus/vs_comment
Added Comment node to Visual Shaders
2021-04-04 16:04:12 +02:00
Yuri Roubinsky 5af08e5e65 Fix typo in visual shader context menu 2021-04-04 15:31:04 +03:00
Rémi Verschelde 4b6e9f3157
Merge pull request #46991 from madmiraal/rename-invert-reverse
Rename Array.invert() to Array.reverse()
2021-04-01 13:32:22 +02:00
megalobyte d0f3817876 Use double when setting the default step size
Casting it as a float was causing issues with the progress bar
2021-03-31 22:28:08 -07:00
K. S. Ernest (iFire) Lee 182accc2e0 Update Skeleton3D inspector Bone Transforms 2021-03-31 09:19:01 -07:00
Rémi Verschelde 6b25c94bd6
Merge pull request #47519 from AndreaCatania/AndreaCatania-patch-4
Fixes editor crash on closing
2021-03-31 12:47:25 +02:00
AndreaCatania 79f55fcded Fixes editor crash on closing
Fixes editor crash when the gizmo is destroyed and the `SceneTree` is already freed.
2021-03-31 11:53:32 +02:00
Marcel Admiraal fd30c36985 Rename Texture.get_data() to get_image() 2021-03-28 13:00:46 +01:00
Tomasz Chabora 79fea30cd2 Allow for easier editing of rect CollisionShape2D 2021-03-25 23:10:59 +01:00
Hugo Locurcio b191a7547c
Rename the `.shader` file extension to `.gdshader`
This lets third-party software recognize Godot shaders more easily,
without relying on guesswork since the `.shader` extension is generic.
2021-03-24 21:33:44 +01:00
Kyle 2b775bd698 Fixes ctrl-click function line centering
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.
2021-03-24 12:29:14 -04:00
Aaron Franke 10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
Marcel Admiraal 755c70b871 Rename Array.invert() to Array.reverse()
Does the same internally for List and Vector<>, which includes all
PackedArray types.
2021-03-21 10:20:08 +00:00
Rémi Verschelde 48ee9cd690
Merge pull request #47123 from Calinou/tweak-3d-editor-grid-default-min-division
Tweak the 3D editor grid default to not go below subdivisions of 1 meter
2021-03-21 01:19:23 +01:00
Hugo Locurcio 3472c3f6ea
Tweak the 3D editor grid default to not go below subdivisions of 1 meter
Small subdivisions aren't useful that often and make it difficult for
people to get a sense of scale in 3D.
2021-03-21 00:41:12 +01:00
Tomasz Chabora f45e4c57f1 Allow to move timeline without moving animation 2021-03-21 00:24:16 +01:00
Rémi Verschelde 9febc206fe
Merge pull request #46740 from KoBeWi/🎵🎵🎵
Fix audio player not resetting after wav finishes
2021-03-20 22:47:19 +01:00
kobewi daa62ccaa3 Fix audio player not resetting after wav finishes 2021-03-20 20:16:53 +01:00
Rémi Verschelde 6608d99291
Merge pull request #47001 from madmiraal/rename-sprite_2d-region_enabled
Rename Sprite.region_enabled getter and setter methods to match properties
2021-03-20 18:36:17 +01:00
andybarcia 558b08e6d9 Fixes TileMap editor copy bug. 2021-03-19 12:09:28 +01:00
Haoyu Qiu eac806547f Fix AnimationTree editor crash when renaming node 2021-03-16 00:21:20 +08:00
Dominik 'dreamsComeTrue' Jasiński a99a671034 Reset ruler tool when switching tools with shortcuts
Fixes: #37056
2021-03-15 00:28:52 +01:00
Marcel Admiraal 3dcdb84660 Rename Sprite.region_enabled getter and setter to match properties
Also renames Sprite2D.region_filter_clip property and its setter to
region_filter_clip_enabled and set_region_filter_clip_enabled.
2021-03-14 17:31:49 +00:00
jmb462 6525d74623 Fix Asset Library URL not updating after been changed in editor settings
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
2021-03-13 22:55:59 +01:00
Rémi Verschelde 223a06955e
Merge pull request #46978 from jmb462/fix-hardcoded-maya-style-pan-key-modifier
Fix hardcoded Maya style navigation pan key modifier (Fix #46973)
2021-03-13 22:03:40 +01:00
Rémi Verschelde 0444f5ac47
Merge pull request #46946 from Calinou/editor-sprite-frames-zoom-hidpi
Scale zoom values in the SpriteFrames editor for hiDPI displays
2021-03-13 21:49:43 +01:00
jmb462 31077d875e Fix hardcoded Maya style navigation pan key modifier
ALT key modifier was hardcoded is node_3d_editor_plugin.cpp and didn't take editor settings into account.

Fix #46973
2021-03-13 20:45:14 +01:00
mujpao 030703dd30 Update viewport after Polygon2D deselected 2021-03-12 17:22:46 -08:00
Hugo Locurcio e5c5b9570f
Scale zoom values in the SpriteFrames editor for hiDPI displays
This closes #46836.
2021-03-12 19:05:45 +01:00
Rémi Verschelde 0bef220f0a
Merge pull request #46759 from qarmin/crashes_others
Fix crashes when manipulating nodes in editor
2021-03-09 17:19:07 +01:00
Rémi Verschelde 14f330c95e
Merge pull request #46771 from socket220/master
pop-up usability enhancement for support-level button
2021-03-08 16:02:09 +01:00
gatalskii efe05a166e mod: pop-up usability enhancement for support button
Now after choosing support level pop-up doesn't hide after each click
2021-03-07 22:51:40 +03:00
Hugo Locurcio 25c6acb702
Make the pagination buttons wider in the asset library browser
This makes the page number buttons easier to click.
2021-03-07 20:11:58 +01:00
Rafał Mikrut f81ecb498b Fix crashes when manipulating nodes in editor 2021-03-07 15:14:24 +01:00
Rémi Verschelde 05248535f7
Merge pull request #46641 from KoBeWi/unsaved_forever
Don't save unchanged script upon closing
2021-03-06 21:06:06 +01:00
kobewi 12f5a5a701 Don't save unchanged script upon closing 2021-03-06 20:17:19 +01:00
jmb462 068300c7c9 Adding Raycast3D custom debug shape thickness and color 2021-03-04 11:17:26 +01:00
Rémi Verschelde ec7053259b
Merge pull request #41437 from KoBeWi/put_it_here
Allow to create a node at specific position
2021-03-01 15:48:53 +01:00
Rémi Verschelde c2799893f4
Merge pull request #46544 from Chaosus/tilemap_signal_fix
Check before connecting `TileMapEditor::settings_changed`
2021-03-01 11:59:11 +01:00
Yuri Roubinsky 1e7662f972 Check before connecting `TileMapEditor::settings_changed` 2021-03-01 10:25:33 +03:00
Andy Maloney 14c50fdb94 Fix gizmo names
Commit 5ef62e546f renamed EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name", but it wasn't done everywhere. Because EditorNode3DGizmoPlugin inherits from Resource, it was then using Resource::get_name() which resulted in null names.

Fixes godotengine/godot#46349
2021-02-28 20:52:53 -05:00
Rémi Verschelde 7b685a1558
Merge pull request #46452 from hilfazer/click_mesh_instance_crash_40
Prevent crash when clicking Mesh in MeshInstance when is scene root
2021-02-26 21:00:12 +01:00
hilfazer 1810654369 Prevent crash when clicking Mesh in MeshInstance when is scene root 2021-02-26 19:28:09 +01:00
Tomasz Chabora 8df22a03c4 Allow to create a node at specific position 2021-02-26 14:40:28 +01:00
Vedat Günel 929da94e2c Add outline to dragged guide text 2021-02-26 03:12:50 +03:00
trollodel 85a776ddcd Allow CollisionObject3D to show collision shape meshes
Add an editor gizmo to CollisionObject3D.
CollisionShape3D no longer shows collision shapes directly.
2021-02-24 18:50:13 +01:00
Michael Alexsander 0bc7049099 Apply minor visual enhancements to the Sun/Env Preview 2021-02-23 11:21:26 -03:00
reduz d6a9cff8b7 Add preview Sun and Environment
* Adds both a preview sun and preview environment to the 3D editor.
* They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene.
* If any is added to the scene, the respective preview is disabled.
* Changed WorldEnvironment to better handle multiple node versions.
* Added a function in SceneTree to get the first node in a group.
* Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
2021-02-22 16:56:29 -03:00
hilfazer 442e550114 Prevent selecting hidden nodes in 3D and Canvas Item editors 2021-02-21 11:58:31 +01:00
Yuri Roubinsky fe3051fcce Added Comment node to Visual Shaders 2021-02-21 12:40:17 +03:00
reduz 083aa9b95e Refactor Process Mode
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192

* PauseMode is now ProcessMode, containing the following states:
	```
	PROCESS_MODE_INHERIT, // same as parent node
	PROCESS_MODE_NORMAL, // process only if not paused
	PROCESS_MODE_PAUSE_ONLY, // process only if paused
	PROCESS_MODE_ALWAYS, // process always
	PROCESS_MODE_DISABLED, // never process
	```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18 20:39:55 -03:00
Rémi Verschelde 310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez 8e128726f0 Modernize atomics
- 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 bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
Eric M 49714b0963 Removed hardcoded shortcuts from /scene and converted to input actions
This removes hardcoded actions from things like LineEdit and TextEdit.

Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
2021-02-18 16:22:51 +01:00
reduz 64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Rémi Verschelde 7f63d6e848
Merge pull request #46105 from Calinou/assetlib-retry-button-only-failure
Only display the assetlib Retry button if the download failed
2021-02-17 08:10:27 +01:00
Hugo Locurcio 508011a57f
Only display the assetlib Retry button if the download failed 2021-02-17 02:00:22 +01:00
Aaron Franke 7d9ad2b845
Use Vector3.UP as a default value for look_at's up vector 2021-02-16 18:33:23 -05:00
reduz 288540a690 Fix editor always redrawing
-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
Rémi Verschelde 5011a22731
Merge pull request #45932 from goostengine/sprite-convert-compressed
Fix sprite editor conversion tools to handle compressed textures
2021-02-12 23:11:51 +01:00
Andrii Doroshenko (Xrayez) 1cd7a16c10 Fix sprite editor conversion tools to handle compressed textures 2021-02-12 21:42:07 +02:00
reduz f8d03b98e7 Improve resource load cache
-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
-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 d93f75fae5
Merge pull request #45698 from KoBeWi/callables_are_love_callables_are_life
Change sort_custom/bsearch_custom to use Callables
2021-02-05 09:30:19 +01:00
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
Tom Langwaldt f995d6cd17
Fix swapped front/rear view 2021-02-02 19:44:38 +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
3D editor grid improvements
2021-02-01 23:18:24 +01:00
jfons 73e62dffb9 3D editor grid improvements
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
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Rémi Verschelde 2d134b6ddd
Merge pull request #45596 from Calinou/editor-add-viewport-resolution
Add viewport resolution to the 3D editor's View Information pane
2021-02-01 20:43:34 +01:00
Rémi Verschelde d811f86102
Merge pull request #45281 from Chaosus/vs_unify
Unified several visual shader nodes
2021-02-01 08:56:03 +01:00
Rémi Verschelde fe217efa2c
Merge pull request #45506 from Chaosus/vs_connection_fix
Attempt to connect to first correct port on dragging in visual shader
2021-02-01 08:55:06 +01:00
Hugo Locurcio 85ed695836
Add viewport resolution to the 3D editor's View Information pane 2021-01-31 00:21:36 +01:00
Aaron Franke e829b7aee4
Unify URI encoding/decoding and add to C#
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28 07:45:01 -05:00
Yuri Roubinsky 3927066cac Attempt to connect to first correct port on dragging in visual shader 2021-01-27 17:34:43 +03:00
Gordon MacPherson 86c7faa169 Fix zero scaling and material mappings being mapped to wrong fields
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004

note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26 19:48:18 +00:00
Rémi Verschelde 7601ccb0f1
Merge pull request #45202 from aaronfranke/assetlib-url
Move the Asset Library API URLs to the Editor Settings
2021-01-26 15:25:53 +01:00
Rémi Verschelde 268f32bada
Merge pull request #45226 from Chaosus/vs_expression_port
Auto-creates a port in visual shader expression on dragging from (and to)
2021-01-26 12:50:40 +01:00
Rémi Verschelde 887d3ee733
Merge pull request #43875 from addmix/create-physical-skeleton-collider-fix
Create physical skeleton collider orientation fix
2021-01-26 00:35:23 +01:00
Rémi Verschelde 6cba658934
Merge pull request #44194 from madmiraal/fix-font_selected_color
Change themes font_color_selected to font_selected_color
2021-01-26 00:03:40 +01:00
Yuri Sizov 9d9d0f0bc9 Fix minimap capturing events and improve its theme
Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:07 +03:00
reduz a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
Marcel Admiraal 8eb39f4e8b Change themes *_color_* to *_*_color
Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color

Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
2021-01-24 06:28:49 +00:00
reduz 099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
Yuri Roubinsky 4618e09f3b
Added SDF nodes to visual shader 2021-01-18 15:04:54 +01:00
Yuri Roubinsky de5a8128d7 Unified several visual shader nodes 2021-01-18 13:32:12 +03:00
Hugo Locurcio fa1d853eeb
Hide the rotation gizmo when editor cinematic preview is enabled
Cinematic preview enables the Camera3D preview automatically.

When previewing a Camera3D, the rotation gizmo isn't displayed as
it can't be used.
2021-01-18 03:19:05 +01:00
Yuri Roubinsky d87303d058 Auto-creates a port in visual shader expression on dragging from 2021-01-16 12:57:09 +03:00
Yuri Roubinsky c955a16b39 Fix invalid visual shader context menu popup size 2021-01-15 19:55:21 +03:00
Rémi Verschelde c7fb7674c8
Merge pull request #44805 from Chaosus/vs_convert
Add convert options between constants and uniforms in visual shaders
2021-01-15 16:58:26 +01:00
Rémi Verschelde d1f2644cfa
Merge pull request #45164 from Calinou/texture-region-editor-line-background
Draw a "background" line behind the dashed line in TextureRegion editor
2021-01-15 15:58:32 +01:00
Rémi Verschelde 8a33107086
Merge pull request #35572 from dankan1890/drag_sheet
Create spritesheet for SpriteFrames by drag and dropping.
2021-01-15 09:17:05 +01:00
Aaron Franke 925d28e822
Move the asset library API URLs to the Editor Settings 2021-01-15 01:30:40 -05:00
Hugo Locurcio 656aba1273
Draw a "background" line behind the dashed line in TextureRegion editor
This makes the dashed line visible on any background.
2021-01-13 17:22:37 +01:00
Rémi Verschelde af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
Rémi Verschelde 1218441b16
Merge pull request #44514 from madmiraal/split-os-execute
Split OS::execute into two methods
2021-01-12 16:17:04 +01:00
dankan1890 390ff22a8c Create spritesheet for SpriteFrames by drag and dropping.
Close godotengine/godot-proposals#378
2021-01-12 00:51:59 +01:00
Michael Alexsander 4194447a21 Fix script list only showing their names regardless of display option 2021-01-11 18:01:21 -03:00
Yuri Roubinsky 69033672b7 Pushes visual shader code preview to separate window 2021-01-11 14:23:59 +03:00
Marcel Admiraal 2a74b388d0 Split OS::execute into two methods
1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
2021-01-09 10:03:23 +00:00
Aaron Franke 1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
Rémi Verschelde 3d359d1311
Merge pull request #44283 from jeffuntildeath/fix-stf-offset
Fixed incorrect offset of snap to floor
2021-01-08 07:53:45 +01:00
Rémi Verschelde 0abd7e7b35
Merge pull request #44892 from KoBeWi/gentle_drag
Commit CanvasItem state only if it changed
2021-01-05 14:12:59 +01:00
kobewi 036f6a3fa8 Commit CanvasItem state only if it changed 2021-01-05 13:06:15 +01:00
Rémi Verschelde 8a1c37dc22
Merge pull request #44893 from Chaosus/shader_reference
[4.0] Fix shader editor documentation link
2021-01-05 12:01:20 +01:00
Yuri Roubinsky 88924bbbc6 Fix shader editor documentation link 2021-01-05 13:46:33 +03:00
Rémi Verschelde f4d8733777
Merge pull request #44890 from KiritoAM/my-bug-fix
Fix for reselecting a TileMap node without first de-selecting it #44824
2021-01-05 10:48:41 +01:00
Rafał Mikrut 8e7cbf315e Fix Leak with Gradient in Node3DEditorViewport 2021-01-04 10:06:46 +01:00
andrew-softdev 15cffe060c Fix for reselecting a TileMap node without first de-selecting it 2021-01-03 15:44:36 +00:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Yuri Roubinsky c98c6eadbe Add convert options between constants and uniforms in visual shaders 2020-12-30 13:07:08 +03:00
Rémi Verschelde 59b30e1d23
Merge pull request #44709 from Calinou/editor-frame-time-color
Color 3D editor frame time labels depending on the performance level
2020-12-29 17:41:40 +01:00
Rémi Verschelde edccc0bbdf
Merge pull request #44759 from Huberion/master
Fix Scrollbar range calculation error
2020-12-29 11:05:44 +01:00
Hugo Locurcio 8221037be0
Add an editor setting for the 3D selection box color
A restart is required to apply the setting change.
2020-12-29 07:35:59 +01:00
Rémi Verschelde 6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Rémi Verschelde 44357ddc28
Editor: Fix invalid use of Node::get_viewport() after rename of EditorNode::get_viewport()
Fixes #44761, was a regression from #44524.

The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport()
(which was a bug in itself, fixed by #44524), so once it was renamed the existing code
relying on it fell back to the now available Node::get_viewport().
This might bite some thirdparty modules too.
2020-12-28 19:51:39 +01:00
Rémi Verschelde 4ca98c7a35
Merge pull request #44183 from madmiraal/box_shape-size
Use a size Vector for adjusting the size of Rectangles and Boxes
2020-12-28 16:06:50 +01:00
Rémi Verschelde 058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00