A static function is added to EditorNode which allows for filename
disambiguation given a list of filenames and the corresponding list of
absolute paths for those files. This function is then used to
disambiguate scene and script tabs in the editor.
(cherry picked from commit 4285211f40)
This change avoids the editor to freeze for several seconds when a
project with lots of scripts is loaded in the editor.
It focuses on a few heavy operations previously executed on all
previously loaded scripts:
- Initialize script resource (script validation/parsing) only
on focus
- ScriptTextEditor: code editor and edit menu are added to the
scene only on focus
- Add to recent scripts only when opening new scripts
(load/save scene metadata)
`ConvexPolygonShape2D` and `ConcavePolygonShape2D` are only meant to be
used directly in code and not in the editor for physics-based use cases
specifically.
Developers are advised to use `CollisionPolygon2D` instead, which does
generate those shapes under the hood, handling polygon convexivity,
proper orientation etc.
(cherry picked from commit dc446203be)
Fix to ensure that undo/redo works when painting bones in the Polygon2D
UV editor. Previously, bone painting would continue silently in the
background, because a mouse click signalling the end of an edit would
not be appropriately dealt with.
(cherry picked from commit 6e60aa3876)
This fixes issue #39844, where the confirmation dialog when a user
attempts to close an unsaved script did not actually save it even after
clicking "Save."
(cherry picked from commit d2a5b92e9b)
Ensures that closure of Polygon2D in the editor takes into account
Grid Snap if enabled. Does this by comparing the polygon start with
grid snap applied to mouse click location. Note: transformation is
applied in order to deal with different editor zoom levels.
(cherry picked from commit b8d55b244a)
Modifies polygon auto-completion based on UV editor scale, in order
to enable finer grained control for the user. Enables selection of
points closer than the current threshold of 8 pixels.
(cherry picked from commit 69d0d89214)
Ensures no error is issued when attempting to preview a resource that
may be scaled down to <1 pixel when resizing to fit the thumbnail.
(cherry picked from commit c7a8dc7bb9)
Occurred when selecting polygon collision mode, then drawing a single point, then selecting rectangle mode, and finally trying to select a rectangle.
(cherry picked from commit 7850d0316f)
Now that the 3D editor grid is infinite and adjusts its step automatically,
this helps people get a better sense of scale when moving around in the
3D viewport.
This also fixes the indicator bar drawing on hiDPI displays.
(cherry picked from commit eaae50fe4a)
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
- properly visit power of 2 factors (50%, 100%, 200%...)
- index based zoom values to prevent floating point issues
- Fix 2d editor not able to reach min and max zoom values
(cherry picked from commit fea6ca20c9)
This was previously implemented in the GridMap editor. This makes
the same feature available in the TileMap editor.
(cherry picked from commit def2059d67)
- Make the Ignore button's position identical across all warnings
by moving it to the left.
- Change the Ignore button's text and color to make it more obvious
that it can be clicked.
- Use the editor font instead of the default project font to match
the rest of the editor.
(cherry picked from commit 0c0ee427d2)
It made minor adjustments difficult as the camera moved every time
Align Transform With View was used.
This closes#36738.
(cherry picked from commit a636631e33)
The indexes for the ScriptEditorItemData entries were not getting
updated after sorting. This would cause a page to be open but with a
different tab selected. Whenever _update_script_names was called next,
it would correct this indexing. Now we correct it immediately following
the tab sort.
(cherry picked from commit fe53c1b0bd)
This fixes numerous false positives coming out of the culling system.
AABB checks are now a full separating-axis check against the frustum, with the points of the frustum being compared to the planes of the box just as the points of the box were being compared to the planes of the frustum. This fixes large objects behind the camera not being culled correctly.
Some systems that used frustums that were (sometimes mistakenly?) unbounded on one or more side have been modified to be fully enclosed.
This makes the script name appear before the scene file name,
which ensures it's always visible even if the list of scripts is too
narrow to display the full name.
This only impacts built-in scripts with custom resource names.
Unnamed resources will still use `<scene_file>::<id>` naming
in the list of scripts.
(cherry picked from commit e90beade15)
The Request Docs button is partly responsible for layout overflow
issues on narrow displays, such as #31133.
It also tended to attract spam and low-effort issues that were
difficult to act upon. A "Send Docs Feedback" menu option has been added
to replace it.
(cherry picked from commit 2f6f029a75)
Fixes#18809.
The in-editor ortho camera used a far clipping plane of 8192 units, and was
placed 4096 units away from the camera cursor.
This was far enough to cause culling issues from floating point precision loss
on objects smaller than one unit.
This change modifies the near/far clipping planes of the ortho camera to use
those specified in the editor (and currently used by the perspective camera).
The frustum is still centered around the camera cursor location, as it was
before.
Changes made:
* Added dirty bit for SpatialEditorSelectedItem's last_xform
* SpatialEditorViewport checks that dirt bit too before skipping the selection
(cherry picked from commit 19825436d4)
Alignment of scene pixels on screen pixel ensure a crisp rendering of small features (such as text). Unfortunately, alignment of top left pixel on screen adds a lot of jittering when zooming at high zoom factor.
This change allow to snap the top left scene pixel on the closest screen pixel (not only the top-left most), and we do so only when the scale factor is an integer.
(cherry picked from commit 1c02906a6f)
The AABB for an empty Spatial has 0 size, since the stored and
compared Transform was scaled by the AABB size, it would completely
destroy the rotation information. If there is no rotation
information, the gizmo doesn't update when the rotation changes.
(cherry picked from commit a0af3094b4)
The new default keys were chosen to match common graphics editing
software. A modifier is no longer required to use the Select tool,
making it faster to use.
This closes#34170.
(cherry picked from commit 88213b54ba)
It was removed after the implementation of VHACD. Generating a single
shape can lead to better performance, so it may still be desired.
This also adds tooltips for several options in the Mesh menu.
This closes#35692.
(cherry picked from commit 90af009f2e)
Suppose that the user wants to use some guidelines in 2D mode. The
user has enabled "Use Pixel Snap", and configured the "Grid Step" to
1px.
On some zoom levels, when dragging the guidelines step by step, some
offsets shows the wrong value. The offsets that are wrong vary - it is
affected by the zoom level, so some zoom levels do not display this
problem.
For example, a user may see this while dragging the guideline:
0px 1px 1px 3px 4px 5px 5px 7px 8px
whereby 2px and 6px are missing.
This is due to a floating-point error. The values are printed as
(truncated) integers, but they are actually decimals, so they were
actually 1.9999 and 5.9999 for the missing cases.
Let's fix that by rounding up the values before printing them to get rid
of the errors.
This fixes#35010.
Fixes#26637.
Fixes#19900.
The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.
Code which called this function has also been modified accordingly.
This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.
It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
Tab characters were not rendered properly in the breakpoints and
bookmarks lists of the script editor if the bookmarked line was a
comment, resulting in unknown ASCII symbols “�”.
Fixes#34046.
Also changed formatting a bit to enclose the code in backticks (like in
Markdown) instead of quotes.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
The crosshair makes freelook navigation a bit easier, while making it
clearer that it's possible to select nodes by clicking while in
freelook mode.
The crosshair is only displayed while in freelook mode.
It uses an icon designed to be visible on any background.
The zoom level displayed is now relative to the editor scale.
This means that with an editor scale of 200%, the 100% zoom level
will actually be 200% as it's multiplied by the editor scale.
This prevents things from looking too small when opening a project
on an hiDPI display.
This matches the behavior found in most image editors out there.
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
* "Add" button text in Groups Editor
* "Receiver Method" in Connect Signal Dialog
* "Play Mode" in Animation State Machine Editor
* "Mesh Library" button text in Mesh Library editor plugin
* Compose Array node button texts in Visual Script
* Various button texts in TileSet Editor
* Various Run Script errors