- Open the menu to add new animation nodes by dragging the transitions to
empty areas and automatically connecting them.
- Adds box selection to the state machine.
- Add feature to group/ungroup selected nodes in a "sub" state machine.
- Add start/end node by default. In addition, add new color to these
nodes to differentiate then.
- Add tooltip for transitions to show the connection "from -> to".
- Add new "type" of transition line when multiple transitions are
grouped.
- Add popup to connect nodes in sub state machine.
- Add dialog to select which nodes can be deleted when they are grouped.
- Add classes:
AnimationNodeStartState
AnimationNodeEndState
EditorAnimationMultiTransitionEdit
- Implements disabled transition
API Changes:
- Now it's posible to add transitions between state machines,
`AnimationNodeStateMachine::add_transition` will works with relative path,
this means you can use it like this `add_transition("Idle", "Walk", tr)`
or `add_transition("Idle", "StateMachine/Shoot)`.
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
* Placeholder textures
* Placeholder meshes
* Placeholder material
This PR is the first step towards implementing https://github.com/godotengine/godot-proposals/issues/2756
It adds an asset type that uses no resources, which can be used to replace the existing ones on export for using on the upcoming server export.
Convert method signature parameters to const where it is possible
# Conflicts:
# drivers/gles3/rasterizer_canvas_gles3.cpp
# drivers/gles3/rasterizer_canvas_gles3.h
# editor/plugins/animation_state_machine_editor.cpp
# editor/plugins/animation_state_machine_editor.h
Currently it is trying to use the target coordinates (i.e., in the destination TileMap) to pull from the pattern, rather than the pattern-local coordinates.
Removes custom_multiplayer from Node.
MultiplayerAPI overrides are now set at SceneTree level, and apply to
whole branches.
Impact on performance when using only the default multiplayer or
overriding it is minimal, the use of branches can likely be further
optimized by caching nodes and relevant MultiplayerAPI IDs.
The new name contrasts it better with `find_parent`, and makes it clear
that it only matches child/descendant nodes.
Also rename `find_nodes` to `find_children` accordingly.
Implements https://github.com/godotengine/godot-proposals/issues/4096
* Nodes can be marked unique to the scene in the editor (or via code).
* Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched.
* Implementation is very optimal, as these nodes are cached.
Fixed line_drawing_cache not containing anything
Fixed is_move_caret_on_right_click_enabled requiring the context menu to be enabled
Fixed when selecting_enabled is false not disabling shift + click
Fixed when selecting_enabled is false not being able to drag the caret
Fixed _delete emitting signals when nothing had changed.
Fixed insert_line_at up causing a visual update
Fixed get_pos_at_line_column returning a valid position when it was invalid
Fixed set_caret_column unnecessary emitting "caret_changed" when the column is greater then the line
Fixed select_word_under_caret not accepting the edges of words
Fixed select_word_under_caret moving the caret to the start of the line when no word was found
Fixed get_selection_line and get_selection_column not checking if the selection was enabled
Fixed set_line_as_center_visible throwing errors if it would show line 0
Fixed set_line_as_center_visible being off by one
Fixed set_line_as_last_visible not being able to show the first line
Fixed pressing UP and the end of a wrapped line sending the caret to col 0 rather then then persevering the position.
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
Zero or negative ratios are not valid, so the property hint prevents
choosing such values.
The property hint allows using 4 decimals so that common aspect ratios
like 16/9 can be specified with a good level of precision.