Kyle
10d5d4d3cd
Fixed cut/copy/paste visibility
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Fixes #48514 by moving the visibility of these buttons into their own if statement that depends on if scene tree editing is allowed. Previously it was under the script editing setting which is unexpected as it works with nodes and the scene tree.
2021-05-06 16:01:36 -04:00
reduz
90056460ad
Implement Particle Trails
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-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
2021-04-30 17:38:02 -03:00
Rémi Verschelde
f41e7779fd
Merge pull request #47611 from Bhu1-V/PR/instance-scene-fix
2021-04-19 10:38:56 +02:00
Bhuvan Vemula
9eb3546f38
instance-scene: make parent as edited_scene if no parent selected.
2021-04-17 19:16:18 +05:30
Hugo Locurcio
6d2f5ee244
Add a tooltip to document performance issues of the Remote scene tree
2021-04-12 17:49:51 +02:00
Rafał Mikrut
504bc5cc67
Fix crashes in *_input functions
2021-04-05 08:52:21 +02:00
Rémi Verschelde
4b6e9f3157
Merge pull request #46991 from madmiraal/rename-invert-reverse
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Rename Array.invert() to Array.reverse()
2021-04-01 13:32:22 +02:00
Aaron Franke
10d7fccb54
Rename ButtonList enum and members to MouseButton
2021-03-23 07:13:23 -04:00
Hugo Locurcio
4c8f458c90
Tweak error messages for the Save Branch as Scene editor option
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See https://github.com/godotengine/godot-proposals/issues/2433 .
2021-03-21 15:50:37 +01:00
Marcel Admiraal
755c70b871
Rename Array.invert() to Array.reverse()
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Does the same internally for List and Vector<>, which includes all
PackedArray types.
2021-03-21 10:20:08 +00:00
Rémi Verschelde
27dea9366f
Merge pull request #46510 from hilfazer/nested_scene_duplication_4_0
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Support for duplication of nested instanced scenes
2021-03-11 21:39:43 +01:00
hilfazer
72134a7f2a
Support for duplication of nested instanced scenes
2021-03-11 19:26:15 +01:00
Rémi Verschelde
ec7053259b
Merge pull request #41437 from KoBeWi/put_it_here
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Allow to create a node at specific position
2021-03-01 15:48:53 +01:00
Oliver Dick
0559fc58d1
SceneTreeDock: Changed "Save Branch as Scene" to make use of Node::duplicate_from_editor, which is also used by "Duplicate" function of the SceneTreeDock
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- Removed Node::duplicate_and_reown method as it is not used anymore
2021-02-28 17:19:01 +01:00
Tomasz Chabora
8df22a03c4
Allow to create a node at specific position
2021-02-26 14:40:28 +01:00
hilfazer
e28cc34db8
Prevent 'Change Type' on nodes from an instanced scene
2021-02-26 07:18:21 +01:00
Rémi Verschelde
72f74eb29e
Merge pull request #45943 from KoBeWi/YEEEET
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Remove Merge From Scene
2021-02-18 15:15:19 +01:00
kobewi
6146d95a9d
Fix internal resource detecting when pasting nodes
2021-02-13 02:57:29 +01:00
kobewi
6b4faa355c
Remove Merge From Scene
2021-02-13 01:35:03 +01:00
Rémi Verschelde
e7ab3a4132
Merge pull request #34892 from KoBeWi/copy-pasta_v7
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Yet another node copy-paste PR
2021-02-12 23:16:31 +01:00
kobewi
36494e8526
Duplicate resources pasted to other scenes
2021-02-12 22:38:38 +01:00
reduz
28537d8c84
Fix LineEdit minimum width
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-Changed theme setting name to make more sense of what it does
-Reduced amount of minimum characters, so minimum size is smaller.
2021-02-12 17:04:38 +01:00
Tomasz Chabora
abe548d76d
Add node copy-paste
2021-02-09 20:53:06 +01:00
kobewi
05f29b16b6
Change how editable children data is stored
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Co-authored-by: hilfazer <az13337@gmail.com>
2021-01-17 23:37:40 +01:00
kobewi
881c8da0a0
Unify single and multiscene instancing
2021-01-15 20:13:09 +01:00
Pedro J. Estébanez
6fbe0a494b
Fix cases of resources destroyed too early
2021-01-06 23:40:50 +01:00
kobewi
f5d51288b8
Properly edit the instanced node in the inspector
2021-01-05 14:14:45 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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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
Marcel Admiraal
5b937d493f
Rename empty() to is_empty()
2020-12-28 10:39:56 +00:00
Marcel Admiraal
4b8b803931
Rename Control margin to offset
2020-12-23 06:25:56 +00:00
Marcel Admiraal
8509c8c8fc
Rename AcceptDialog get_ok() to get_ok_button()
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Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-14 18:43:52 +00:00
Tomasz Chabora
2c048ea164
Cleanup unused engine code
2020-12-09 12:12:36 +01:00
Aaron Franke
1b348b3c17
Remove connect *_compat methods
2020-12-05 17:56:47 -05:00
Rémi Verschelde
a09846e015
Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-rework
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Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
2020-11-28 09:04:25 +01:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
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Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Eric M
efe5c250d5
Implement new shortcuts system.
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unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
2020-11-23 21:14:26 +10:00
Eric M
9d7d20a978
Added accept_event() calls for SceneTreeDock and BaseButton
2020-11-23 21:14:25 +10:00
Marcus Brummer
3629651ef8
Fixed deletion of nodes with exported node paths
2020-11-18 00:12:32 +01:00
Rémi Verschelde
b59a6fc40e
Merge pull request #38201 from Calinou/editor-f2-rename-node
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Require Ctrl for switching between editors, bind F2 to Rename Node
2020-11-17 15:09:39 +01:00
Rémi Verschelde
d107fd4c9e
SceneTree: Fix reparent crash with animation tracks renaming disabled
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This check was there since the first commit in 2014, but a later feature added in 2018
with #17717 did not properly update the code while adding non animation-related code
in `perform_node_renames`.
Fixes #40532 .
2020-11-13 13:41:33 +01:00
reduz
127458ed17
Reorganized core/ directory, it was too fatty already
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Gilles Roudière
6386bf60ea
Fix error on attaching script
2020-10-26 23:26:44 +01:00
Gabriel Van Eyck
a22275c8a2
Keep 'Editor Description' metadata when changing a Node's type
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Also copy edit group/lock when replacing a Node3D
2020-10-18 11:22:54 -07:00
reduz
351a122029
Add ability to bind an unbind arguments to Callable.
2020-10-09 19:43:22 -03:00
Marcus Brummer
fdec257e58
Fixed renaming/moving of nodes with exported NodePaths
2020-09-25 16:33:58 +02:00
booer
3d69385655
Fix changing icons' colors when switch dark and light theme
2020-09-17 09:33:19 +07:00
SkyJJ
280d4e2965
Fix TTR misuse
2020-07-24 15:15:23 +02:00
Michael Alexsander
5643d2e3fe
Small naming and tooltip tweaks
2020-07-23 20:17:43 -03:00
Nehluxhes
c85d04a771
Remove duplicate node update call
2020-07-21 19:47:44 +02:00
Stijn Hinlopen
526e060b73
Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and resource depency dialogs).
2020-07-14 14:35:22 +02:00