Commit Graph

30620 Commits

Author SHA1 Message Date
Yuri Sizov
9b228f0f5d Put multiple colons back into translated strings 2021-07-31 20:18:24 +03:00
Rémi Verschelde
7c1ee0488e
Merge pull request #51087 from Calinou/editor-viewport-highlight-context-menus-3.x
Highlight context menu items at the top of the 2D/3D viewports (3.x)
2021-07-31 11:48:29 +02:00
Rémi Verschelde
3875cdaec4
Merge pull request #51092 from lawnjelly/portals_preview_globals
Portals - disable frustum culling gizmos with preview camera
2021-07-31 10:53:45 +02:00
Rémi Verschelde
4ef834637e
Merge pull request #41470 from madmiraal/fix-41397-3.2
[3.x] Ensure node's area tree signals are disconnected when clearing monitoring, even if nodes are no longer in the tree.
2021-07-31 10:37:56 +02:00
lawnjelly
93c78af488 Portals - disable frustum culling gizmos with preview camera
When using the preview camera feature it turns out as well as culling the game objects, this also culls the editor gizmos from the preview camera, which makes the editor hard to use in this mode.

To get around this problem we simply disable frustum culling for GLOBAL portal_mode objects when in preview camera mode. This could be a bit slower in an editor scene with lots of gizmos but is the simplest way of solving the problem.
2021-07-31 07:58:47 +01:00
Marcel Admiraal
e2d0dfe3c7 Ensure node's area tree signals are disconnected when clearing monitoring,
even if nodes are no longer in the tree.
2021-07-31 07:14:03 +01:00
Hugo Locurcio
1ed24ca548
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.
2021-07-31 01:50:50 +02:00
Rémi Verschelde
504f47eaec
Merge pull request #47222 from dreamsComeTrue/anim-track-improv
[3.x] Make Animation's SceneTreeDialog filter nodes properly
2021-07-30 23:42:55 +02:00
Rémi Verschelde
9735f2803c
Merge pull request #46800 from The-O-King/normal_compression
[3.x] Implement Octahedral Map Normal/Tangent Attribute Compression
2021-07-30 17:34:47 +02:00
Rémi Verschelde
18f09492b4
Merge pull request #50874 from raulsntos/backport-44355 2021-07-30 16:43:03 +02:00
Omar El Sheikh
d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
EricEzaM
0e5c6e0d55 Allow checking for exact matches with Action events.
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.

Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True

Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.

Usage:

```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)

InputMap.event_is_action(p_event, "my_action", true)

func _input(event: InputEvent):
  event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
  event.is_action("my_action", true)
```

Co-authored-by: Eric M <itsjusteza@gmail.com>
2021-07-30 15:35:39 +02:00
Rémi Verschelde
7f4eafa6f2
Merge pull request #50983 from Calinou/editor-use-bullet-points-3.x
Use bullet points in the editor instead of dashes where relevant
2021-07-30 13:42:27 +02:00
Rémi Verschelde
7075bb6129
Merge pull request #51046 from aaronfranke/3.x-freetype
[3.x] Fix building with the FreeType module disabled
2021-07-30 09:07:35 +02:00
Rémi Verschelde
896e7a4458
Merge pull request #50985 from raulsntos/fix-50788
[3.x] Set p_raw_strength in action_match methods
2021-07-30 08:58:29 +02:00
Aaron Franke
e47018ffa4
[3.x] Fix building with the FreeType module disabled 2021-07-29 21:47:40 -05:00
Rémi Verschelde
78d9a4ae7e
Merge pull request #51029 from lawnjelly/portals_gizmo_margins
Portals - fix gizmo margin scaling
2021-07-29 22:13:45 +02:00
lawnjelly
d578ea99b9 Portals - fix gizmo margin scaling
If the user changed the portal Z scale in the editor the portal margin display could become incorrectly sized.

This is because the portal margin is measured in world space units, and has to be back calculated into model space using the inverse global transform of the portal node. The model space size of the margin is thus tied to the current scale of the node.

This PR forces updating the gizmo each time the transform is changed. This isn't super efficient, but as this is an editor only feature it should be okay, and it is unlikely to be a performance problem.
2021-07-29 18:58:19 +01:00
Rémi Verschelde
bab9c02f47
Merge pull request #51014 from pycbouh/core-texture-webp-crash-3.x
[3.x] Fix a crash when trying to load a WebP `StreamTexture`
2021-07-29 16:00:30 +02:00
Rémi Verschelde
7a35eec705
Merge pull request #50979 from lawnjelly/portals_autoplace_priority_setting 2021-07-29 15:46:01 +02:00
Yuri Sizov
62f7eb7b2f Fix a crash when trying to load a WebP StreamTexture 2021-07-29 16:00:04 +03:00
Rémi Verschelde
6ce12088c7
Merge pull request #51010 from lawnjelly/portals_fix_csg_update 2021-07-29 14:55:45 +02:00
lawnjelly
e06cd3042f Portals - Fix CSG updates on room conversion
Due to a quirk in CSG Shapes, updating is usually deferred to the next frame. This is problematic as we need to read back the geometry on the first frame when converting levels.

This PR adds a function to CSGShape to force immediate updating (if dirty), and calls it during room conversion.
2021-07-29 12:41:23 +01:00
lawnjelly
8287d9e9bc Portals - Fix sending portal margins to VisualServer
Portal margins were not being correctly sent to the PortalRenderer from the SceneTree, so all margins were being used as default (1.0). This PR fixes this.
2021-07-29 11:57:32 +01:00
Raul Santos
daa07219cb Set p_raw_strength in action_match methods 2021-07-28 20:42:21 +02:00
Hugo Locurcio
10ef55ce23
Use bullet points in the editor instead of dashes where relevant 2021-07-28 19:47:11 +02:00
lawnjelly
d0ba355520 Portals - add autoplace priority setting to CullInstance
The default autoplace algorithm places instances in the highest priority Room. It became apparent that there are some situations in which users will want to override this and force placement in a Room from a particular RoomGroup, especially an "outside" RoomGroup.

This setting allows the user to specify a preference for Room priority. When set to 0, the setting is ignored and the highest priority Room is chosen.
2021-07-28 17:23:20 +01:00
Rémi Verschelde
5d4352fad4
Merge pull request #50977 from lawnjelly/portals_fix_autolink_internal 2021-07-28 18:20:06 +02:00
lawnjelly
d7d7abf057 Portals - fix autolink portals to detect internal
Although explicit portals did a check to detect internal portals, this check was missing from autolinked portals. This meant they were incorrectly clipping the room bounds of the enclosing outer room.

This PR adds a check for internal rooms during the autolinking and sets the internal flag where needed.
2021-07-28 15:54:45 +01:00
Hugo Locurcio
8f891535d0
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.

(cherry picked from commit 8cdfd2e706)
2021-07-28 15:37:40 +02:00
Hugo Locurcio
7e3c0a0c1f
Document Image.save_exr() only being available in editor builds
(cherry picked from commit a1784c64b4)
2021-07-28 15:35:52 +02:00
Hugo Locurcio
8fc99ef680
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.

(cherry picked from commit 6cfcbbbb93)
2021-07-28 15:35:35 +02:00
Aaron Franke
48308a5e0a
Fix CSGSphere3D mesh creation
(cherry picked from commit b2156b22ea)
2021-07-28 15:34:00 +02:00
Rémi Verschelde
ab30437529
Merge pull request #50963 from Chaosus/shader_fix_varying
Fix varying usage in custom functions [3.x]
2021-07-28 08:24:05 +02:00
Yuri Roubinsky
8b6d9ab956 Fix varying usage in custom functions [3.x] 2021-07-28 08:11:35 +03:00
Rémi Verschelde
fa9f387367
Merge pull request #50945 from m4gr3d/fix_custom_build_export_3x
[3.x] Fix custom build export
2021-07-27 21:38:31 +02:00
Fredia Huya-Kouadio
df1ebbb0aa Fix custom build export 2021-07-27 12:24:44 -07:00
Rémi Verschelde
56d7de2208
Merge pull request #50909 from fabriceci/fix-multiple-direction-collision-3x
[3.x] Allow multiple collision direction at the same time
2021-07-27 19:10:52 +02:00
Rémi Verschelde
fddc370b2b
Merge pull request #50837 from Calinou/3d-editor-camera-preview-add-shortcut-3.x
Add shortcut to toggle the 3D editor's camera preview (3.x)
2021-07-27 13:34:35 +02:00
Rémi Verschelde
b358a71a38
Merge pull request #50817 from KoBeWi/gg_ez_rects
[3.x] Allow for easier editing of rect CollisionShape2D
2021-07-27 13:34:29 +02:00
Rémi Verschelde
bcc5250cde
Merge pull request #50914 from Razoric480/3x-lsp-symbolkind-fix
[3.x] Fix LSP reporting wrong types
2021-07-27 13:32:46 +02:00
Rémi Verschelde
717ba8f9d8
Merge pull request #50932 from lawnjelly/portals_fix_margin_loading
Portals - Fix default portal margin loading
2021-07-27 13:09:01 +02:00
Rémi Verschelde
7d425d2c77
Merge pull request #50911 from lawnjelly/portals_editor_colors
Portals - Gizmo colors added to editor settings
2021-07-27 13:08:03 +02:00
Rémi Verschelde
940ca74ccf
Merge pull request #50889 from Chaosus/shader_const_array_3.x
[3.x] Implemented global const array to shaders
2021-07-27 13:05:32 +02:00
lawnjelly
d012a26e6a Portals - Fix default portal margin loading
The default portal margin is stored in the RoomManager. Previously this was propagated to Portals when the value was changed, and Portals each stored this default value.

This caused a bug during loading, if the RoomManager was loaded before Portals, the value was never propagated.

This PR makes the default margin a static value stored in the RoomManager, and the Portals now read directly from the static value when required, and do not store locally. This gets around the problem.
2021-07-27 11:48:34 +01:00
vitika9
843c2a3dd8
Removed Redundant assignement of name inside configure_joypad function
(cherry picked from commit 1add8b3172)
2021-07-27 12:17:14 +02:00
Haoyu Qiu
eb31a39e82
Add check to internal methods to prevent crash
(cherry picked from commit 448295cd51)
2021-07-27 12:17:14 +02:00
Raul Santos
9fd201c7a4
Ignore paths with invalid chars in PathWhich
(cherry picked from commit d636ebbfe9)
2021-07-27 12:17:14 +02:00
Raul Santos
2d60a64260
Use Array.Empty instead of allocating a every time
Use `System.Array.Empty<T>` to get an empty array instead of allocating
a new one every time. Since arrays are immutable there is no need to
allocate them every time.

(cherry picked from commit accd05f4ad)
2021-07-27 12:17:09 +02:00
SaracenOne
462231e297
Removing bounding box calculations from 3D scene drag and drop and collide against physics rather than visual geometry.
(cherry picked from commit fbda490d0f)
2021-07-27 11:58:36 +02:00