Commit Graph

3202 Commits

Author SHA1 Message Date
Yuri Roubinsky
c6d5c98c71 Fix pressing Add Node button in visual shader editor 2021-09-15 19:01:02 +03:00
Rémi Verschelde
d169087b67
Merge pull request #52317 from Calinou/2d-skeleton-editor-tweak-terms 2021-09-15 13:27:31 +02:00
Krystof Klestil
44aa26ad66 Fix issues with scaling Node3Ds 2021-09-15 00:10:20 +02:00
Rémi Verschelde
cd5a8f8dd4
Merge pull request #52667 from butkeim/master
Fix 3D Onion skinning missing
2021-09-14 22:27:19 +02:00
Kerrad Yanis
4f9784ca9c Fix 3D Onion skinning missing 2021-09-14 14:51:50 +02:00
Rémi Verschelde
e13d8eda1b
Merge pull request #52266 from AndreaCatania/coll 2021-09-14 14:34:22 +02:00
Rémi Verschelde
ce8dbef6a0
Merge pull request #52662 from Chaosus/fix_bookmarks
Fix editor crash on pressing `Go to Previous Bookmark` menu button
2021-09-14 14:13:00 +02:00
Yuri Roubinsky
6a9e855af9 Fix editor crash on pressing Go to Previous Bookmark menu button 2021-09-14 14:21:51 +03:00
Gilles Roudière
8c8b634d23
Merge pull request #52658 from groud/some_tilemap_fixes
Fix transform of TileMap nodes and tilemap selection
2021-09-14 13:02:45 +02:00
Gilles Roudière
73cc6f94bf Fix transform of TileMap nodes and tilemap selection 2021-09-14 12:18:36 +02:00
Rémi Verschelde
feba85a569
Merge pull request #52554 from Calinou/2d-editor-enable-pixel-snap
Enable Pixel Snap by default in the 2D editor
2021-09-13 21:07:08 +02:00
Rémi Verschelde
dde48ebed6
Merge pull request #52298 from DeleteSystem32/meshlib-transform
implement individual mesh transform for meshlibrary items
2021-09-13 12:19:30 +02:00
Hugo Locurcio
c03e7c2dde
Enable Pixel Snap by default in the 2D editor
Since this avoids accidentally placing 2D nodes at subpixel positions,
this results in more crisp visuals by default, even when pixel snapping
is disabled in the project settings.
2021-09-10 22:13:06 +02:00
Juan Linietsky
729461b2a4
Merge pull request #51158 from YeldhamDev/potgen_enhancements
Make some enhancements to the POT generation
2021-09-09 20:21:29 -03:00
Vincent
70108fd850 implement individual mesh transform for meshlibrary items 2021-09-09 16:40:16 +02:00
Juan Linietsky
25291a5b03
Merge pull request #52462 from TokageItLab/fixed-regression-of-skinning
Fixed regression of skinning with skeleton
2021-09-08 10:07:46 -03:00
Gilles Roudière
321ee7bda1
Merge pull request #52106 from Paulb23/text-edit-optimisation
Optimise TextEdit get line height and width
2021-09-08 14:04:41 +02:00
Gilles Roudière
b0fd7ae642
Merge pull request #52459 from groud/fix_terrain_editor_reset
Fix TileSet terrain painting reset to no terrain
2021-09-08 09:19:39 +02:00
AndreaCatania
e3a06c3a9e 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
2021-09-08 08:12:51 +02:00
Silc 'Tokage' Renew
48aa2d5494 Fixed regression of skinning with skeleton 2021-09-07 23:59:29 +09:00
Gilles Roudière
f361796771 Fix TileSet terrain painting reset to no terrain 2021-09-07 14:59:58 +02:00
Gilles Roudière
4bd7700e89 Implement properties arrays in the Inspector. 2021-09-07 09:51:28 +02:00
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
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
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