When editor continuous redraws is switched off, the editor only redraws when a redraw_request was issued by an element in the scene. This works well in most situations, but when scenes have dynamic content they will continuously issue redraw_requests.
This can be fine on high power desktops but can be an annoyance on lower power machines.
This PR splits redraw requests into high and low priority requests, defaulting to high priority. Requests due to e.g. shaders using TIME are assigned low priority.
An extra editor setting is used to record the user preference and an extra option is added to the editor spinner menu, to allow the user to select between 3 modes:
* Continuous
* Update all changes
* Update vital changes
Pressing `ctrl+z` after clicking "Create Physical Skeleton" will now
undo the creation of all physical bones by that operation.
Previously undo would remove one bone at a time.
Fixes https://github.com/godotengine/godot/issues/55351.
(cherry picked from commit c9cce53983)
I don't see any reference to gzip/svgz supported in the nanosvg library,
and the handful of test gzip compressed svgz files I tried failed loading.
Also cleaning a couple missing includes in platform export code.
Clarifies that the button opens the user:// dir
and for better consistency with certain ProjectSettings values:
"Use Hidden Project Data Directory" is named similarly, but refers to data within res://
and two values refer to user:// as "User Dir"
(Translations were not updated)
and rename enum value accordingly
(cherry picked from commit 54018e4021)
Change the entire navigation system.
Remove editor prefix from nav mesh generator class. It is now used for baking
at runtime as well.
Navigation supports obstacle avoidance now with the RVO2 library.
Nav system will also automatically link all nav meshes together to form one
overall complete nav map.
This allows configuring orbit sensitivity and freelook sensitivity
independently from each other. Often, it's needed to use a lower
freelook sensitivity compared to the orbit sensitivity.
Also, when using a FOV scale lower than the default
(using Alt + mouse wheel), the mouse sensitivity is now scaled
to make it easier to use freelook to look at distant objects.
This does not affect orbiting and panning.
Resolves godotengine/godot-proposals#106.
Adds the following property menu options with default bindings:
- Copy Property (ctrl+c)
- Paste Property (ctrl+v)
- Copy Property Path (ctrl+shift+c)
If you hover over a property label in the inspector dock, you can copy
either the property value or the property path to the system clipboard
using the shortcuts above This is especially useful for the
`AnimationTree`, where code might reference properties like
"parameters/state/aim/move/blend_position".
One issue is that if you click a property, then click on the node you
currently have selected in the node tree, then press ctrl+shift+c, it
will still copy the selected property path rather than the node path. If
you click on a different node in the nodetree, however, ctrl+shift+c
will return to copying the nodepath.
The property value copy/paste was implemented by KoBeWi at #39398 and
merged into this PR due to their similarity.
Backport of 0205fffbf3 from master.
Many assets include links in the description.
This change enables selection for the links,
and other information such as version numbers,
to be copied/pasted.
(cherry picked from commit 814a4ee434)
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with non-blocking calls).
Add `open_console` argument to the `execute` to open a new console window (for both blocking and non-blocking calls).
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
* Adds proxy related methods for `HTTPClient` and `HTTPRequest`
* Adds `network/http_proxy/{host,port}` editor settings
* Makes AssetLib and Export Template Manager proxy aware
* Adds `indent(prefix)` to `String`
* Moves the loading of tool/doc translation into
`editor/editor_translation.{h,cpp}`
* Makes use of doc translation when generating XML class references, and
setup the translation locale based on `-l LOCALE` CLI parameter.
The XML class reference won't be translated if `-l LOCALE` parameter is
not given, or when it's `-l en`.
Since we bundle the whole files in the editor binary, they actual impact the
binary size needlessly.
Automate it via `make merge`.
(cherry picked from commit 6fb47a271f)
Exposes a method in `EditorInterface` to open scripts on a specified
line and column. This method handles if the internal or the external
editor should be used.
(cherry picked from commit 9535831866)
This makes it more obvious that the slider has a "filled" part
on the left, which improves visibility especially in wider inspectors
(such as the Project Settings and Editor Settings).
This commit was created by merging the commits presented in #39255 for
the GSoC 2020 VCS Improvement project
VCS: Make EditorVCSInterface store less amount of internal state
VCS: Add force push checkbox + more frequent VCS updates
Add force push checkbox in the Commit dock. Also add some missing
opportunities for checking the VCS state again on from UI inputs
VCS: Fix script contents not being updated on merge conflict
VCS: Add branch creation VCS interface calls
VCS: Add VCS remote creation and remote selection menus
VCS: Show more commit information + Fix truncated commit offsets
VCS: Make VCS less noisy + Fix diff view refreshes
VCS: Fix mismatched argument names in VCS helpers
VCS: Add SSH transport support for remote operations
Also, moves the editor's VCS settings registrations to
project_settings.cpp and editor_settings.cpp
VCS: Change TTR() to vformat() for branch and remote removal text
VCS: Add VCS branch icon instead of using Tree node icon
Co-authored-by: @ChronicallySerious
This makes it possible to change the branch of the documentation that
URLs are pointing to without having to modify all class reference
files.
In the XML class reference, the `$DOCS_URL` placeholder should be used,
and will be replaced automatically in the editor and when generating
the RST class reference.
The documentation branch string is set in `version.py`.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit 5341e6010e)
This prevents the viewport from going upside-down.
This was suggested at:
https://github.com/godotengine/godot/pull/51984#issuecomment-948614191:
> For 3.4, I think we can just clamp the angle value when using the
> camera orbiting shortcuts. We can investigate what to do with panning
> and freelook in 3.5 and 4.0.
(cherry picked from commit 3bd7c4f2a9)
When comparing different graphics settings or optimizations,
this makes precise measurements and frametime comparisons easier.
This also makes the editor FPS display use `pad_decimals()`
for consistency with the implementation in `master`.
Async. compilation via ubershader is currently available in the scene and particles shaders only.
Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
- Locking nodes can now be done by pressing Ctrl + L, and unlocking with
Ctrl + Shift + L.
- Grouping nodes is now done by pressing Ctrl + G, and ungrouping with
Ctrl + Shift + G (similar to Inkscape).
- Toggling the grid is now done by pressing the `#` key
(also similar to Inkscape). This change was needed as Ctrl + G
now groups selected nodes.
Different shortcuts are used for the lock/unlock and group/ungroup
actions, so that the shortcuts are idempotent.
This makes the Linear and Cubic icons in particular easier to
distinguish from each other.
The Cubic interpolation icon's curve was also changed to be
more distinguishable from the Linear icon's curve.
Fleshed out the "Optimize Mesh" options found in the mesh import UI
Gave a checkbox to every vertex attribute that can be compressed
Surfaced option to enable/disable Octahedral compression for
normal/tangent vectors
Also surfaces the vertex position compression option which previously
inaccessible because the defaults did not compress vertex positions
Supports all current importers (obj, fbx, collada, gltf)
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
- Make the Debugger bottom panel menu more prominent when
there are errors or warnings by adjusting the text color.
- Add some spacing to the right of the error/warning icon
for better visual appearance.
This reduces the size of the editor binaries significantly, as we otherwise
embed all WIP translations, including ones with very low completion ratios,
and end up paying for the size of all `msgid`s for each locale.
Cf. https://github.com/godotengine/godot-proposals/issues/3421 for details.
The thresholds used are:
- 30% for the editor interface (should already include most common strings
while more obscure ones like UndoRedo action names might be untranslated).
- 10% for the class reference: this is a HUGE resource and 10% is already
a lot of useful content, especially if focused on the most used APIs.
For 3.x, we also exclude languages that require complex text layout support
to be displayed properly.
This currently reduces the size of the editor binary by 17% on Linux.
The list will be synced manually every now and then.
Fixesgodotengine/godot-proposals#2051.
Relates to godotengine/godot-proposals#1215.
Implements shortucts for adjusting the camera rotation in 15-degree
increments, similar to Blender.
I did not add corresponding menu entries for these, as I didn't feel
like they would be too useful from a menu, and didn't want to make the
menu too long.
(cherry picked from commit cb15ec20bb)
Whenever we change the name (or remove) generated cpp files with the `.gen.cpp`
extension, users run into build issues when switching between branches (i.e.
switching before and after the name change/removal). This is because we glob
`*.cpp` so if a now-obsolete file from a previous build is present, we'll
include it too, potentially leading to bugs or compilation failure (due to
missing headers or invalid code).
So globbing patterns in `add_source_files` will now skip files ending with
`.gen.cpp`, which should instead be passed explicitly where they're used.
(cherry picked from commit c133480531)
- Increase drag-and-drop snapping to 50 units
(from 10 units).
- Increase Snap Object to Floor maximum height to 500 units
(from 20 units).
- Increase Snap Object to Floor negative margin to 1 unit
(from 0.2 units).
(cherry picked from commit 7a3d0b79b4)
Physical Key should be used for most game inputs as it allows
keys to work on non-QWERTY layouts out of the box.
This is especially important for WASD movement layouts.
In contrast, remapped (non-physical) keys are mainly useful in
non-game applications, where shortcuts are expected to match a
precise letter rather than a location on the keyboard.
And do the dedent and stripping for both translated and
non-translated strings for consistency, and so that we
don't need to do it at the call site.
(cherry picked from commit a16031beb6)
- Parse `.po` files from `doc/translations/*.po` like already done
with `editor/translations/*.po`.
- Add logic to register a doc translation mapping in `TranslationServer`
and `EditorSettings`.
- Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`).
Strings are automatically dedented and stripped of whitespace to ensure
that they would match the translation catalog.
- Use `DTR()` to translate relevant strings in `EditorHelp`,
`EditorInspector`, `CreateDialog`, `ConnectionsDialog`.
- Small simplification to `TranslationLoaderPO`, the path argument was
not really meaningful.
(cherry picked from commit 4857648a16)
This can be used to free some CPU cores when baking lightmaps.
When using fewer CPU cores, lightmap baking is slower but background
tasks aren't slowed down as much.
This feature is enabled by default, but it can be disabled in the editor
settings in case it interferes with other uses of the extra buttons
(such as push-to-talk in a VoIP program).
When clicking on a resource field in the inspector dock, you now have
the "Quick Load" option in addition to "Load". This opens a QuickOpen
dialog allowing the user to type in a phrase to quickly locate the
desired resource (similar to "Quick Open Scene").
In my experience, this is much faster than clicking through the File
Dialog.
Relates to godotengine/godot-proposals#346.
(cherry picked from commit 470b94fe22)
Unnamed gizmos should be avoided, so this should help editor plugin
authors resolve issues with gizmo naming if they forgot to override
the function.
(cherry picked from commit e5406ba952)
- Use a colon instead of parentheses and a comma to reduce visual
clutter.
- Pad the line number with 4 spaces to account for scripts longer
than 999 lines.
(cherry picked from commit 1e8976fcb5)
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.
(cherry picked from commit c03e7c2dde)
This makes property casing consistent with the editor.
If property capitalization is disabled in the Editor Settings,
the remote inspector will also disable capitalization.
(cherry picked from commit 854f328517)
This makes setting up AudioStreamPlayer3D nodes for Doppler playback
a bit easier.
- Move AudioStreamPlayer3D's Doppler Tracking property outside a group
since the group only had 1 property, which resulted in unnecessary
folding in the inspector.
- Put the AudioStreamPlayer3D Playing and Autoplay properties higher up
in the inspector since these are likely to be modified often.
The icon was present in `editor/icons/`, but it was never implemented
in the editor gizmos code.
This also removes some unused gizmo drawing code (overridden methods
that are no longer called anywhere).
The default orbit sensitivity was decreased to account for this change.
Rotational inertia (orbit + freelook) was disabled by default due to
known issues.
This also removes the need for separate manipulation inertia settings,
as the default settings are more responsive.
This is already supported by FreeType, but it wasn't exposed.
Adding support for WOFF2 would require linking a Brotli decompression
library in Godot, so only WOFF1 is exposed here.
- Display the scene name, then the project name, then "Godot Engine".
- Display the "modified" mark before anytihng else.
Both of these changes ensure important, project-specific elements
can always be seen in the task bar which may truncate strings due to
its low per-item width.
- Use "Unnamed Project" if the project has no name (similar to the
Project Manager).
- Allow snapping bezier handles to the timeline.
- Allow precise snapping when holding Shift for keyframes and handles.
- Previously, it was only allowed for seeking the timeline.
- This change also impacts the animation track editor,
not just the bezier editor.
- Invert the Ctrl + mouse wheel behavior to match the zoom direction
in the animation track editor.
- Increase the line spacing between the "Time:" and "Value:" texts
to improve readability.
- Tweak box selection styling to match the animation track editor.
- Adjust line widths for hiDPI displays.
(cherry picked from commit 4a4d977bea)
When using non-English UI, there were `Index p_idx = -1 is out of bounds (items.size() = 2).`
errors on on startup if any text file is open in the script editor. And clicking the Standard
highlighter option does not check that menu item.
This is caused by `TextEditor` searching for that menu item with unlocalized text. As already
did in `ScriptTextEditor`, this PR stores and searches for menu item with `TTR`ed text.
* Make Undo/Redo menu items disabled when clicking it does nothing.
* Context menu of `TextEdit`
* Context menu of `LineEdit`
* Editor's Scene menu
* Script editor's Edit menu and context menu (for Script and Text)
* Make editor undo/redo log messages translatable.
* Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`.
* Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.
They also work outside the portal system.
This is only available on the GLES3 backend.
This can be useful for advanced shaders, but it should generally
not be enabled otherwise as full precision has a performance cost.
For general-purpose rendering, the built-in debanding filter should
be used to reduce banding instead.
Updating continuously should only be enabled for troubleshooting
purposes, as it uses a lot of CPU/GPU power.
The update spinner is now displayed in red when the Update Continuously
editor setting is enabled.
(cherry picked from commit a97c5b50db)
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5)
This pull request fixes an issue where the "View" menu in the 3D view toolbar would close when you selected either the "View Origin" or "View Grid" checkboxes. This was inconvenient and wasted time by making you have to reopen the menu in order to get to other settings anytime you changed this.
(cherry picked from commit 3ffd75107d)
This pull request fixes an issue where searches using the "Find in Files" function would include folders with `.gdignore` files in them. The editor is supposed to ignore directories with these files in them altogether.
(cherry picked from commit 658b152bd8)
- Use the ° symbol instead of "deg" to reduce clutter.
- Round the displayed lengths to only one decimal instead of two
to further reduce clutter.
- Don't make the `px` suffix localizable, as it isn't localizable
anywhere else in the editor.
(cherry picked from commit 026aea681d)
I had forgotten to add a call to update_portal_tools() at the end of the SpatialEditor constructors. This ensures that the portal UI is off by default in normal use without portals.
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.
It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.
Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.
In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
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.
- Now able to display up to 32 layers in physics (still 20 for render)
- Adjustable grid size to fit available space in dock
- Expansion icon to display more layers vertically
- Layer numbers in cells to help with selection
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
- 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)
- 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)
- Makes tips clearer and more consistent.
- Removes outdated "shift+v" that doesn't work
- Adds Ctrl+RMB for adding nodes at position
- Removes tip for non-existent Alt+Drag in 3D select tool
(cherry picked from commit 6b90e2df6c)
This also changes the display mode tooltips to reflect the fact that
times are now displayed in milliseconds instead of seconds.
(cherry picked from commit e837e04ef8)
A Camera node still has to be selected to initially enable camera
preview, but another node can then be selected and the preview can
be disabled by pressing the shortcut key again.
`localhost` was removed as it won't work out of the box. It can be added
by the user if they're working on the asset library itself.
This won't affect existing installations due to how the editor settings
are stored, but existing installations will keep working fine.
(cherry picked from commit eac8ba6ce8)
Allows users to have the RoomManager as the roomlist.
Fixes a couple of bugs dealing with situations where users attempt to link Portals to Rooms outside the roomlist.
Adds a PortalEditorPlugin allowing you to flip individual portals.
* If not present, the dialog asks to load build sources from a file.
* The export templates check now also verifies that build sources are installed and skips the template check.
This makes Android development easier.
(cherry picked from commit 6639cc9853)
* It seems both cell_selected and multi_selected were being triggered,
* This caused inspector updating twice.
* cell_selected connection and callback were removed.
Co-authored-by: Juan Linietsky <reduzio@gmail.com>
- Implement timeline scrobbling using Alt + Mouse wheel anywhere in the
animation track editor.
- Snap settings are followed, and precise snapping can be obtained by also
holding down Shift.
- This modifier wasn't used by anything in the animation editor.
- Allow zooming by using Ctrl + Mouse wheel on the timeline itself.
- Previously, this was only possible on the track area, not the timeline.
- Focus the project search box when switching from the Templates tab
back to the Projects tab in the project manager.
- Add a context-specific placeholder for the asset library search box.
- Rename "Search" project filter box placeholder to the more
descriptive "Filter projects". When performing a search on an
existing selection, "Filter" is more accurate than "Search".
- Add 1-5 shortcuts to zoom between 100% and 1600% quickly
(similar to GIMP).
- When holding down Alt, go through integer zoom values if above 100%
or fractional zoom values with integer denominators if below 100%
(50%, ~33.3%, 25%, …).
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.
Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.
Also the room conversion logs are refined to be more compact and informative.
A warning icon is also added in the gizmo for portals where autolink fails.
- To make things easier to follow, display the asset name in
confirmation dialogs.
- Display the number of conflicting files in the asset extraction dialog.
This reduces the number of clicks required to install an asset.
(cherry picked from commit 2708fcf13d)
Allows to see version diffs without having to expand the bottom panel
manually when clicking on a changed file in the "Commit" dock.
(cherry picked from commit 0fce7aea88)
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
Specific change for 3.x:
Add support for Vector<Vector3> and PoolVector<Vector3> in the convex hull generator.
Now the process uses a Map to lookup node pointers instead of iterating
over all modified node paths in a list and comparing them for each
property to check.
The process also avoids checking properties with empty node paths and
does an early exit on deleted nodes to avoid checking the node and its
descendants.
Also made a minor change in NodePath::rel_path_to() to avoid resizing a
Vector many times for long paths (with copy-on-write each time). Now
it's down to 2 resize calls in any case.
This is already allowed when using cinematic preview, but not
when previewing a Camera3D the usual way.
Many operations from the View menu still work while previewing
a camera, such as switching between debug draw modes and toggling
information panes.
(cherry picked from commit fab3d136e0)