Commit Graph

9947 Commits

Author SHA1 Message Date
Rémi Verschelde
8dfa12cae7
Merge pull request #59979 from bruvzg/cpp_check2 2022-04-27 10:08:26 +02:00
Rémi Verschelde
a19d7d8f8d
Merge pull request #58383 from bruvzg/no_inv_window_placement 2022-04-27 09:33:40 +02:00
Rémi Verschelde
676f9d39ed
Merge pull request #60535 from timothyqiu/class-name-icon
Fix custom class icon when it inherits from a script
2022-04-27 08:05:38 +02:00
Rémi Verschelde
6e67dc0881
Merge pull request #58164 from Calinou/import-hdr-add-clamp-exposure-option
Add an option to clamp HDR exposure to reduce environment fireflies
2022-04-27 08:01:34 +02:00
Haoyu Qiu
3b9095253c Make more import preset name translatable 2022-04-27 13:50:54 +08:00
Haoyu Qiu
8960b990ec Fix custom class icon when it inherits from a script 2022-04-27 10:02:21 +08:00
Hugo Locurcio
2694138060
Add an option to clamp HDR exposure to reduce environment fireflies
HDRI panoramas designed for realistic lighting can have extremely
bright suns, causing fireflies to appear in the environment reflection
(in addition to making environment lighting too bright when a
DirectionalLight3D is used).

This uses the Filament tonemapping formula.
2022-04-27 01:28:43 +02:00
FireForge
fb1d4be7bd Add RayCast2D target_position editor handle 2022-04-26 15:14:35 -05:00
Aaron Franke
50495bcb08
Allow using other property hints without the range hint 2022-04-26 07:54:25 -05:00
Rémi Verschelde
e8cca501fe
Merge pull request #60395 from Geometror/editor-gradient-preview-plugin 2022-04-26 12:22:07 +02:00
Rémi Verschelde
948f4e3fbd
Merge pull request #60008 from fire-forge/bitmap-preview 2022-04-26 12:20:07 +02:00
Rémi Verschelde
004567e0cd
Merge pull request #60367 from timothyqiu/refresh-cd 2022-04-26 12:12:29 +02:00
Rémi Verschelde
525ee68087
Merge pull request #60409 from fire-forge/array-type 2022-04-26 11:20:33 +02:00
Rémi Verschelde
06c33cca18
Merge pull request #60511 from akien-mga/readd-find_node 2022-04-26 09:42:19 +02:00
Rémi Verschelde
e35ce44853
Merge pull request #60446 from KoBeWi/animation_extermination
Remove RESET tracks after removing tracks
2022-04-26 08:18:15 +02:00
Rémi Verschelde
e77a7c2976
Merge pull request #60369 from timothyqiu/al-validate
Fix AnimationLibrary name validation
2022-04-26 08:17:41 +02:00
Rémi Verschelde
2b50d4af5f
Merge pull request #58666 from IgorKordiukiewicz/sprite-frames-resize-panels
Fixed issue where panels in sprite frames editor couldn't be resized
2022-04-26 08:15:20 +02:00
FireForge
a549617a38 Add more property capitalizations
- BiDi
- FileSystem
- NavMesh
2022-04-25 23:49:39 -05:00
Igor Kordiukiewicz
fa3d53ab4e Fixed issue where panels in sprite frames editor couldn't be resized 2022-04-26 02:34:18 +02:00
Rémi Verschelde
340ffabd20 i18n: Sync editor translations with Weblate
(cherry picked from commit 1e61fb1e37)
2022-04-25 17:19:34 +02:00
Rémi Verschelde
3ff0cc5c1c
Merge pull request #60401 from fire-forge/gradient-undoredo 2022-04-25 16:58:30 +02:00
Rémi Verschelde
df4de306a9
Merge pull request #60490 from aaronfranke/dap-typo 2022-04-25 16:51:09 +02:00
Rémi Verschelde
e246d08c52
Merge pull request #60500 from KoBeWi/scene_crasher 2022-04-25 16:50:17 +02:00
Rémi Verschelde
02bb8e948f
Merge pull request #60261 from fire-forge/theme-prop-renames 2022-04-25 16:20:19 +02:00
Rémi Verschelde
bfc727d970
Merge pull request #60493 from Calinou/editor-add-external-link-icon 2022-04-25 16:04:15 +02:00
Rémi Verschelde
63a052d96b
Merge pull request #60386 from bruvzg/label3d 2022-04-25 15:51:31 +02:00
Rémi Verschelde
9c2ea7e296 Node: Re-add find_node as find_child, improve docs
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.
2022-04-25 15:21:22 +02:00
Rémi Verschelde
7c7ce7dcd7
Merge pull request #60298 from reduz/scene-unique-paths 2022-04-25 13:38:08 +02:00
reduz
8580f377a3 Implement Scene Unique Nodes
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.
2022-04-25 12:19:17 +02:00
Yuri Rubinsky
d9d871dfbf
Merge pull request #60439 from Chaosus/vs_vec4 2022-04-25 07:20:44 +03:00
kobewi
675594e9cd Fix crash with nested resources 2022-04-25 00:06:11 +02:00
Hugo Locurcio
5626d026d8
Add an external link editor icon
This replaces the existing "chainlink" instance icon that was
used for external links. That icon is still used for scene instancing.

The icon was designed by redlamp.

Co-authored-by: Taylor Wright <taylor@redlamp.org>
2022-04-24 17:26:29 +02:00
Aaron Franke
fb6aaacaed
Fix type name typo in Debug Adapter Protocol 2022-04-24 03:21:23 -05:00
Aaron Franke
80aaca42ec
Fix "Vector4DDecompose" typo in VisualShaderEditorPlugin 2022-04-24 01:31:53 -05:00
FireForge
3073b85de9 Rename theme properties to include underscores
- check_vadjust -> check_v_adjust
- close_h_ofs -> close_h_offset
- close_v_ofs -> close_v_offset
- commentfocus -> comment_focus
- hseparation -> h_separation
- ofs -> offset
- selectedframe -> selected_frame
- state_machine_selectedframe -> state_machine_selected_frame
- table_hseparation -> table_h_separation
- table_vseparation -> table_v_separation
- vseparation -> v_separation
2022-04-23 11:16:18 -05:00
kobewi
e96b773c81 Remove RESET tracks after removing tracks 2022-04-23 00:40:28 +02:00
kobewi
cf74b36740 Fix RESET animation not being created 2022-04-22 22:28:15 +02:00
Yuri Roubinsky
8bf632240d Continue to improve vector4 type in visual shaders 2022-04-22 22:29:26 +03:00
bruvzg
be611c1c05
Implement Label3D node.
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.
2022-04-22 12:08:46 +03:00
FireForge
f563337251 Show typed Array type in Array editor
- Use vformat() and TTR() for Array editor button text
2022-04-20 22:59:51 -05:00
FireForge
1f60584970 Add an inspector preview for BitMap 2022-04-20 22:20:31 -05:00
Hendrik Brucker
a93834c819 Add gradient resource preview generator 2022-04-21 00:08:35 +02:00
FireForge
a384031326 Fix UndoRedo in Gradient editor 2022-04-20 15:41:30 -05:00
bruvzg
defcd0c57e
Avoid setting sub-window or started project window positions, if it's impossible to get screen rect. 2022-04-20 11:10:33 +03:00
bruvzg
c0cc41d6c1
Improve embedded PCK loading and exporting.
Windows export process:
  Limit size of executable with embedded PCK to 4 GB.
  Use "rcedit" before embedding PCK.
  Capture and process "rcedit" errors.

Windows, Linux:
  Add support for PCK loading from executable "pck" section.
2022-04-20 11:09:59 +03:00
bruvzg
de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
Yuri Rubinsky
f4b0c7a1ea
Merge pull request #60175 from Geometror/visual-shader-vector4 2022-04-20 08:33:42 +03:00
Haoyu Qiu
d8fed8fb69 Fix AnimationLibrary name validation 2022-04-19 17:15:43 +08:00
Haoyu Qiu
925167c4ea Reset refresh countdown if pending update tree request 2022-04-19 14:42:16 +08:00
Rindbee
d97236bfca Fixes incorrect display of property labels with feature tags
Closes #60352
2022-04-19 09:08:56 +08:00
Silc 'Tokage' Renew
4d4ffa3a2c Implement global rest 2022-04-18 02:11:19 +09:00
Josh Kabo
0bff53135a Unzip read success no longer breaks read loop
unzReadCurrentFile(3) returns number of bytes read, so the current code only processes the file if no bytes were read (UNZ_OK is a #define equal to 0).
I've altered the break to occur only on unsuccessful read, (when unzReadCurrentFile(3) returns less than zero), and added an error message for when an unsuccessful read occurs.
2022-04-16 16:39:37 -07:00
Rémi Verschelde
970debed93
Merge pull request #60177 from reduz/animation-library-import
Import scenes as AnimationLibrary
2022-04-13 22:47:54 +02:00
reduz
66009318e0 Import scenes as AnimationLibrary
Added the ability to import scenes as AnimationLibrary

* Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296
* Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes.
* Helps if you simply want to have animations using a dummy model, which can be shared across multiple models.

Creates a secondary scene importer used only for animations.

**NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
2022-04-13 15:06:56 +02:00
Rémi Verschelde
383cac9d1e
Merge pull request #59398 from Calinou/animation-track-editor-keyframe-draw-hover 2022-04-13 13:07:03 +02:00
Rémi Verschelde
668c498659
Merge pull request #60030 from KoBeWi/pewport 2022-04-13 12:57:21 +02:00
SaracenOne
f8cc2e054d Ensure gizmos are added to newly created Node3D-derivatives and silence error for attempting to create gizmos twice 2022-04-13 04:39:01 +01:00
Rémi Verschelde
895f2a21f4
Merge pull request #60081 from fire-forge/input-event-editor-fix
Redesign InputEvent editor and fix `Window.popup_centered()` rect calculation.
2022-04-12 23:46:56 +02:00
Rémi Verschelde
4f0a379b25
Merge pull request #60040 from ConteZero/editor_log_copy 2022-04-12 21:06:54 +02:00
Rémi Verschelde
776c6bf6fb
Merge pull request #54740 from LightningAA/project-manager-sort-by-most-recent-as-default 2022-04-12 21:05:15 +02:00
Hendrik Brucker
cf58d23a72 Add Vector4 to VisualShader 2022-04-12 19:09:29 +02:00
Rémi Verschelde
c896ba8c8c
Merge pull request #60163 from fire-forge/texture-size-x 2022-04-12 16:34:08 +02:00
Priyansh Rathi
0ea7780e33
move gltf export under scene menu 2022-04-12 19:42:41 +05:30
FireForge
0b0a74e135 Redesign InputEvent editor plugin
- Use vertical layout and add text wrapping
- Fix Window.popup_centered() rect calculation
2022-04-12 08:30:24 -05:00
Rémi Verschelde
43f94c95aa
Merge pull request #60057 from timothyqiu/select-frames 2022-04-12 14:43:37 +02:00
Rémi Verschelde
c28d781344
Merge pull request #60169 from bruvzg/remove_fa_close 2022-04-12 14:16:52 +02:00
bruvzg
d2ebac3a30
Remove or make private FileAccess close() methods. 2022-04-12 14:50:14 +03:00
bruvzg
59e0a55c9c
Fix OpenType property editor signal connection. 2022-04-12 13:15:10 +03:00
Rémi Verschelde
f586e06f7b
Merge pull request #60166 from bruvzg/narrow_file_access 2022-04-12 10:39:54 +02:00
bruvzg
4bf99f4af2 Narrow FileAccess scope to prevent deadlocks. 2022-04-12 10:54:39 +03:00
Haoyu Qiu
2b97020543 Disable Open in Inspector when there is no animation 2022-04-12 13:10:42 +08:00
FireForge
d879d6016a Use multiplication symbol in Texture size label 2022-04-11 23:02:39 -05:00
Rémi Verschelde
bbd8651d87
Merge pull request #60020 from KoBeWi/yeet_bg 2022-04-11 17:54:58 +02:00
Rémi Verschelde
4ab86c6731
Merge pull request #59980 from reduz/animation-libraries 2022-04-11 14:18:35 +02:00
Rémi Verschelde
5613ac37d6
Merge pull request #59440 from bruvzg/fd_ref_counted 2022-04-11 14:12:18 +02:00
Rémi Verschelde
2ec68599a4
Merge pull request #60111 from KoBeWi/the_files_have_landed 2022-04-11 12:52:51 +02:00
reduz
6f401439f8 Implement Animation Libraries
* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.

This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.

Missing (will be done on separate PRs):

* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
2022-04-11 12:51:54 +02:00
Rémi Verschelde
aba84275ae
Merge pull request #59514 from EricEzaM/input-editor-fixes 2022-04-11 12:37:10 +02:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
Haoyu Qiu
35d0878139 Localize unnamed project name in editor window title 2022-04-11 12:50:10 +08:00
SaracenOne
e7e4f41004 Make instance's editable children use warning color instead of disabled color 2022-04-11 02:36:20 +01:00
kobewi
63de41b996 Improvements to files_dropped signal 2022-04-11 00:37:06 +02:00
FireForge
8e752b06e8 Expose EditorSpinSlider.hide_slider 2022-04-09 16:31:22 -05:00
Haoyu Qiu
90782a18b7 Improve Select Frames dialog of SpriteFrames editor 2022-04-09 17:30:00 +08:00
ConteZero
ee8fc125bf Fix editor_log text copy 2022-04-08 22:13:48 +02:00
kobewi
216fe8f8d9 Fix 2D editor menu position 2022-04-08 17:09:40 +02:00
kobewi
f75e08db6a Remove unused SplitContainer bg theme property 2022-04-08 13:05:29 +02:00
Hugo Locurcio
f064258aee
Highlight hovered keyframes in the animation track editor
Both unselected and selected keyframes feature hover feedback.

This currently only affects standard keyframes (i.e. not booleans,
colors or audio tracks which use custom icons).
2022-04-08 01:43:21 +02:00
Rémi Verschelde
748fde8df0
Merge pull request #59396 from Calinou/animation-track-editor-improve-drawing
Improve the animation track editor drawing
2022-04-08 01:18:42 +02:00
Rémi Verschelde
10dc3284fa
Merge pull request #59178 from Calinou/occluder3d-add-editor-icons 2022-04-07 19:02:41 +02:00
Rémi Verschelde
a49079947b
Merge pull request #59962 from Ev1lbl0w/bugfix-projectManagerFileDialog 2022-04-07 00:09:48 +02:00
Ev1lbl0w
38fed916e7
Restore hidden folder behavior for project manager 2022-04-06 22:37:33 +01:00
Daniel Kříž
cbe363d716 Fix missing favorite files in filesystem dock 2022-04-06 22:49:50 +02:00
Aleksey Smirnov
6edbbf3a94 Fix false warning folder already exists 2022-04-06 21:01:00 +03:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde
a8ae206a1e
Merge pull request #59922 from V-Sekai/fix_editor_search
Improve handling for editor documentation search with blank searches
2022-04-05 23:49:41 +02:00
SaracenOne
208c4ce3f0 Improve handling for editor search with blank searches 2022-04-05 21:39:02 +01:00
Marios Staikopoulos
da2b5da0c5 Fix Project Manager hard crashes due to invalid access to Editor Nodes 2022-04-05 11:40:47 -07:00
Rémi Verschelde
f00803b8a5
Merge pull request #56695 from bruvzg/mod_unicode_input 2022-04-05 14:03:39 +02:00
bruvzg
d1207a0504
[Input] Add extra shortcut_input input processing step to process Unicode character input with Alt / Ctrl modifiers, after processing of shortcuts. 2022-04-05 13:46:45 +03:00
Yuri Roubinsky
5db47c5521 Fix lookup symbol in scripts which doesn't open a tab at first attempt 2022-04-05 10:18:45 +03:00
Rémi Verschelde
af2c8fbcb6
Merge pull request #59891 from ConteZero/editor_log_deselect 2022-04-05 00:00:28 +02:00
Rémi Verschelde
b512fe67a6
Merge pull request #59888 from akien-mga/clang-tidy 2022-04-04 23:57:30 +02:00
Rémi Verschelde
db8e6bd83f
Merge pull request #59885 from Jayman2000/autoload-inheritance-message 2022-04-04 23:56:20 +02:00
ConteZero
deddbc142c Disable deselect on focus lost on editor_log 2022-04-04 22:21:49 +02:00
Jason Yundt
1cc7e7ec33 Improve autoload inheritance error message
Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.

Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.

Fixes #59884.
2022-04-04 15:51:02 -04:00
Rémi Verschelde
b78aa4fe19 Style: Apply clang-tidy to current code, add readability-redundant-member-init 2022-04-04 21:49:51 +02:00
Rémi Verschelde
f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Rémi Verschelde
53317bbe14
Merge pull request #59866 from m4gr3d/update_default_display_scale_main 2022-04-04 19:31:37 +02:00
Fredia Huya-Kouadio
8eabf77f54 Update the editor display scale based on the device's scaled density 2022-04-04 09:23:43 -07:00
Rémi Verschelde
f1592cb3da
Merge pull request #58010 from jmb462/fix-TextEdit-v_scroll_speed 2022-04-04 13:50:52 +02:00
jmb462
0d17903bd5 Fix TextEdit v_scroll_speed invalid values breaks wheel scrolling 2022-04-03 21:07:39 +02:00
Michael Alexsander
1062bc9884 Fix creation and reopening of built-in scripts 2022-04-03 15:34:21 -03:00
Rémi Verschelde
c630c2001d
Merge pull request #59633 from EricEzaM/better-code-complete-update
Improve sorting of Code Completion options.
2022-04-03 12:34:00 +02:00
Eric M
cc6a181ed8 Action Map Editor fixes and improvements
Multiple fixes:
* Fixed device not being updated correctly (changing the device dropdown did not actually change the underlying event's device)
* Device selection now defaults to `All Devices`
* Device is now displayed in the text shown in the input event editor, and in the action list.
* There was code running twice previously because of the following interaction: 1) input via "Listen for Input" tab. 2) `_set_event` gets called. 3) input list tree selection gets updated to match the listened event. 4) tree "item_selection" signal is emitted. 5) eventually `_set_event` is called again.
* The only reason this was not an infinite loop is because reselection is disabled on the tree. So, the code runs twice - not a big deal, but it is unnecessary processing and it could cause an issue in the future. If someone turns on reselection on the tree, the whole thing comes crashing down. This should prevent that scenario and make the code a bit safer and more robust.
2022-04-01 21:34:09 +10:00
Eric M
4ab605d14d Improve sorting of Code Completion options.
Done by ordering options by their location in the code - e.g. local, parent class, global, etc.
2022-04-01 20:39:09 +10:00
Rémi Verschelde
4263f02f28
Merge pull request #59764 from reduz/blender-import-autodetect 2022-04-01 11:42:05 +02:00
reduz
e32215fbad Add Blender install autodetection and configuration.
This PR is a continuation to #54886

* Changed Blender path editor setting from binary to installation.
* Add a class to query whether the format is supported.
* This class allows to create proper editors to configure support.

**NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2022-04-01 11:01:12 +02:00
Haoyu Qiu
2f20ff0ed6 Extract theme property names for localization 2022-04-01 11:35:22 +08:00
kobewi
004ced89aa Fix name of the created static trimesh body 2022-03-31 18:02:18 +02:00
Haoyu Qiu
c7e06e2202 Clip animation track keyframe rects 2022-03-31 18:39:04 +08:00
Rémi Verschelde
b7850bb1e8
Merge pull request #58395 from Geometror/editor-node-data-cleanup 2022-03-30 23:41:36 +02:00
Hendrik Brucker
314430b868 Cleanup EditorNode and EditorData
Co-authored-by: Eric M <itsjusteza@gmail.com>
2022-03-30 20:12:26 +02:00
Haoyu Qiu
39245c8216 Strip feature tag manually when extracting property paths 2022-03-30 20:29:43 +08:00
Haoyu Qiu
0a9f97f423 Add more patterns for property path extraction 2022-03-30 18:21:46 +08:00
reduz
45f74ceb85 Add PortableCompressedTexture
* Resource that allows saving textures embedded in scenes or standalone.
* Supports only formats that are portable: Lossy, Lossles or BasisUniversal

This is something I wanted to add for a long time. I made it now because @fire
requires it for importing GLTF2 files with embedded textures, but also this
will allow saving Godot scenes as standalone binary files that will run
in all platforms (because textures will load everywhere).

This is ideal when you want to distribute individual standalone assets online
in games that can be built from Godot scenes.
2022-03-30 10:39:41 +02:00
Rémi Verschelde
f6ef63635f
Merge pull request #59659 from fountainment/fix_callable_bind_usage
Fix Callable::bind usage in connections_dialog.h and packed_scene.cpp
2022-03-30 09:00:07 +02:00
Rémi Verschelde
a06b94a1c1
Merge pull request #59677 from fire-forge/debugger-capitalize
Process monitor and profiler item names in the Debugger
2022-03-30 08:58:21 +02:00
Rémi Verschelde
5c2e858790
Merge pull request #59679 from marstaik/upstream_fix_init
Fix lack of ProjectManager nullptr initializations
2022-03-29 21:48:18 +02:00
Marios Staikopoulos
7af275e2d5 Fix lack of ProjectManager nullptr initializations
Initialize all pointers to nullptr, fixes a crash with asset_library
caused by uninitialized memory.
2022-03-29 11:17:24 -07:00
FireForge
efd9b8bc29 Capitalize names in the debugger 2022-03-29 09:07:08 -05:00
Rémi Verschelde
01a3b84545
Merge pull request #59558 from V-Sekai/primitive-indicies 2022-03-29 14:43:26 +02:00
Rémi Verschelde
88299c1589
Merge pull request #59496 from KoBeWi/inspector_teleport 2022-03-29 13:26:49 +02:00
Haoyu Qiu
c17d9f05f8 Simplify FBX importer project settings registering 2022-03-29 15:00:43 +08:00
Rémi Verschelde
29a946ee91
Merge pull request #59374 from timothyqiu/extract-refactor-master
Refactor editor `extract.py`
2022-03-29 08:44:37 +02:00
Yuri Roubinsky
509598e8c0 Remove SHADOW_ATTENUATION spatial light shader built-in 2022-03-29 08:43:31 +03:00
C.Even
619d9d143b Fix Callable::bind usage in connections_dialog.h and packed_scene.cpp
* Callable::bind takes an array of pointers to Variant
* Fixes #57057
2022-03-29 12:15:36 +08:00
Rémi Verschelde
a7a3ff6940 i18n: Sync editor translation template after #59349
(cherry picked from commit 15dc747de8)
2022-03-29 01:23:03 +02:00
Rémi Verschelde
c5192d57c6 i18n: Sync editor translations with Weblate
(cherry picked from commit 0db753ef54)
2022-03-29 01:22:58 +02:00
Rémi Verschelde
fd0716cba9
Merge pull request #58160 from m4gr3d/android_editor 2022-03-29 00:04:42 +02:00
Fredy Huya-Kouadio
5711037bf6 Android port of the Godot Editor
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices.
UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback.

Co-authored-by: thebestnom <shoval.arad@gmail.com>
2022-03-28 14:04:51 -07:00
Rémi Verschelde
f3bd700767
Merge pull request #59619 from Chaosus/vs_input_desc 2022-03-28 22:32:11 +02:00
FireForge
88b09694e7 Fix inspector group name capitalization 2022-03-28 14:02:06 -05:00
Yuri Roubinsky
9edbdc4f36 Add refs to shading language to the desciption of input nodes in vshader 2022-03-28 22:01:10 +03:00
Rémi Verschelde
74b07dd194
Merge pull request #59426 from timothyqiu/name-style-master 2022-03-28 14:19:47 +02:00
Rémi Verschelde
143d13717b
Merge pull request #59553 from reduz/script-extension-support 2022-03-28 13:35:21 +02:00
Haoyu Qiu
ccde2bf66f Add property name style toggle to Inspector 2022-03-28 18:52:09 +08:00
Rémi Verschelde
6b2481fcfe
Merge pull request #59565 from SirQuartz/master 2022-03-28 12:28:43 +02:00
Rémi Verschelde
8e7d2826d8
Merge pull request #59453 from DanielKriz/master 2022-03-28 12:20:15 +02:00
Nicholas Huelin
01ca9d3eec Hide "Normal Map" import option when using lossless compression on Texture
This pull request resolves an issue where images being imported with lossless compression allowed you to select a normal map, but the normal map only applies if you're using VRAM compression. Thereby making it redundant to appear when using lossless compression. This pull request hides the normal map option when lossless compression is selected.

Resolves: #59435
2022-03-28 11:36:52 +02:00