Commit Graph

31405 Commits

Author SHA1 Message Date
Hugo Locurcio da757c25e1
Improve the animation bezier editor
- 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)
2021-08-18 23:11:46 +02:00
Gordon MacPherson 0a1cf70037
Fix github actions cache server being down failing builds
(cherry picked from commit 27da2e364e)
2021-08-18 23:08:21 +02:00
Rémi Verschelde 8605d4ec26
SCons: Fix potential error when pruning cache on CI
This could cause spurious errors on CI when trying to prune the cache,
as for some reason it tries to remove files/paths which do not exist.

That points at a bug in the `cache_progress` logic but at least this
workaround should prevent CI failures.

(cherry picked from commit 825b245f0d)
2021-08-18 23:05:58 +02:00
Rémi Verschelde 85e13a4e02
Merge pull request #51858 from nekomatata/bullet-test-body-motion-depth-3.x
[3.x] Add collision depth and safe/unsafe fraction to Bullet body_test_motion
2021-08-18 22:45:54 +02:00
Rémi Verschelde 64a4c2378d
Merge pull request #51857 from nekomatata/bullet-test-body-motion-crash-3.x
[3.x] Fix crash in body_test_motion when used with RigidBody3D in Bullet
2021-08-18 22:45:16 +02:00
PouleyKetchoupp 02adb0e361 Add collision depth and safe/unsafe fraction to Bullet body_test_motion
It was only implemented for godot physics before.
2021-08-18 13:09:27 -07:00
PouleyKetchoupp db47b670f6 Fix crash in body_test_motion when used with RigidBody3D in Bullet
Kinematic utilities are now initialized for a rigid body if needed for a
call to body_test_motion.
2021-08-18 13:07:21 -07:00
Rémi Verschelde 3daf5361cc
Merge pull request #51849 from aaronfranke/3.x-float-doc
[3.x] Improve the docs for the float type
2021-08-18 21:46:58 +02:00
Aaron Franke 02a94ee977
[3.x] Improve the docs for the float type 2021-08-18 13:27:43 -05:00
Rémi Verschelde a67eaa67b0
Merge pull request #51732 from codecat/fix-caret-selection-3.x
Move cursor to edge of selection when moving caret left/right
2021-08-18 20:12:19 +02:00
Rémi Verschelde f87c6a38b8
Merge pull request #51839 from pycbouh/particles-adjust-material-bit-size-3.x
[3.x] Adjust the material key bit size for `ParticlesMaterial`
2021-08-18 17:28:35 +02:00
Rémi Verschelde 42b7f1fbc4
Merge pull request #51841 from Calinou/cas-fix-tonemap-exposure
Fix tonemap exposure not being taken into account by sharpening
2021-08-18 17:13:00 +02:00
Yuri Sizov 29f0a0eebf Adjust the material key bit size for ParticlesMaterial 2021-08-18 17:53:24 +03:00
Hugo Locurcio 663af7ff03
Fix tonemap exposure not being taken into account by sharpening
The same fix as FXAA was applied to the CAS filter.
2021-08-18 16:44:41 +02:00
Melissa Geels 6bf6d18ee1 Move cursor to edge of selection when moving caret left/right
This is to mimic the behavior of many third party text editors.
The reasons it's not doing it when moving by word is due to that
behavior being mostly the same on other editors.

This was backported to 3.x from pull request #51502.
2021-08-18 14:28:57 +02:00
kobewi 6611d24e74 Include locked nodes on selection list 2021-08-18 13:27:33 +02:00
Rémi Verschelde ddfaf20f62
Merge pull request #50483 from akien-mga/3.x-ci-emscripten-2.0.25 2021-08-18 11:56:39 +02:00
Rémi Verschelde 1de8f31448
CI: Upgrade Emscripten to 2.0.25
That's the version used by current containers for Godot 3.4.

Fixes a couple stray warnings that new Emscripten/LLVM catches.
2021-08-18 11:13:34 +02:00
Rémi Verschelde 19301d4ad2
Merge pull request #51828 from yjh0502/ext-reload
Auto-reload scripts with external editor
2021-08-18 10:37:09 +02:00
Rémi Verschelde 216f5f8006
Merge pull request #51824 from timothyqiu/text-editor-ttr 2021-08-18 10:06:25 +02:00
Jihyun Yu 5c66891048 Auto-reload scripts with external editor 2021-08-18 16:52:14 +09:00
Rémi Verschelde 2875cd1651
Merge pull request #51826 from Calinou/port-visual-shader-icons-3.x
Port visual shader node icons from Godot 2.1.x (3.x)
2021-08-18 08:58:29 +02:00
Rémi Verschelde 111e489f78
Merge pull request #51822 from Calinou/editor-icons-add-expression-3.x
Add editor icons for VisualScript and VisualShader expression resources (3.x)
2021-08-18 08:03:24 +02:00
Rémi Verschelde 92a7ae022d
Merge pull request #51769 from The-O-King/oct_split_stream_fix
Fix Octahedral/Split Stream Options
2021-08-18 08:01:56 +02:00
Hugo Locurcio d782353afc
Port visual shader node icons from Godot 2.1.x
This also adds an icon for VisualScriptComment.
2021-08-18 05:27:19 +02:00
Haoyu Qiu a66339a549 Fix TextEditor not checking Standard highlighter in non-English UI
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.
2021-08-18 10:42:12 +08:00
Hugo Locurcio 4ef661c1e8
Add editor icons for VisualScript and VisualShader expression resources 2021-08-18 03:36:04 +02:00
Omar El Sheikh a63028e172 Fix Octahedral/Split Stream Options
Update mesh_surface_get_format_stride and
mesh_surface_make_offsets_from_format to return an array of offsets and
an array of strides in order to support vertex stream splitting

Update _get_array_from_surface to also support vertex stream splitting

Add a condition on split stream usage to ensure it does not get used on
dynamic meshes

Handle case when Tangent is compressed but Normal is not compressed

Make stream splitting option require a restart in the settings

Update SoftBody and Sprite3D to support and use strides and offsets
returned by updated visual_server functions

Update Sprite3D to use the dynamic mesh flag
2021-08-17 16:11:47 -04:00
Rémi Verschelde 622ecf4f06
Merge pull request #51776 from timothyqiu/disable-undo-redo-3x
[3.x] Improve Undo/Redo menu items
2021-08-17 19:27:53 +02:00
Haoyu Qiu 5f316aa216 Improve Undo/Redo menu items
* 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.
2021-08-18 00:46:51 +08:00
Rémi Verschelde c0fc475078
Merge pull request #51521 from lawnjelly/portals_occluders
Sphere occluders (portals and general use)
2021-08-17 13:55:34 +02:00
Rémi Verschelde 2ab45474fd
Merge pull request #51783 from m4gr3d/address_external_dir_access
Fix possible null pointer exception.
2021-08-17 13:32:33 +02:00
Rémi Verschelde 53cc7a9be9
Merge pull request #51648 from pycbouh/editor-merge-custom-theme-3.x
[3.x] Add support for partial custom editor themes
2021-08-17 13:12:49 +02:00
Rémi Verschelde 8073b4f86a
Merge pull request #51646 from pycbouh/editor-dont-use-invalid-styleboxes-3.x
[3.x] Make sure stylebox is valid in `EditorSpinSlider` before using it
2021-08-17 13:12:09 +02:00
Rémi Verschelde 97ca300acc
Merge pull request #51745 from ModProg/android-right-click-3.x
[3.x] [android] Fixed wrong button mask for right click
2021-08-17 12:50:09 +02:00
Rémi Verschelde e321b5c12f
Merge pull request #51489 from nekomatata/fix-moving-platform-3d-snap-3.x
[3.x] Fix 2D/3D character snap on moving platforms
2021-08-17 11:40:17 +02:00
lawnjelly 115f4dce55 Sphere occluders (portals and general use)
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.
2021-08-17 09:02:06 +01:00
ne0fhyk e2bcdad43b Fix possible null pointer exception. 2021-08-16 23:14:10 -07:00
Rémi Verschelde 2bc1d82098
Merge pull request #51782 from clayjohn/GLES3-octahedral-normalize
Normalize the results of octahedral decompression
2021-08-17 08:11:27 +02:00
Rémi Verschelde daa5da0d2a
Merge pull request #51757 from RevoluPowered/fix-sprite3d-using-invalid-normals-tangents
Fix octahedral compression with Sprite3D
2021-08-17 07:43:04 +02:00
clayjohn 8ac85e6a9e Normalize the results of octahedral decompression 2021-08-16 22:17:38 -07:00
Gordon MacPherson f038c6a926 Fix octahedral compression with Sprite3D
Needs a default which is not zero
2021-08-16 22:25:44 +01:00
Rémi Verschelde 4032d26dd5
Merge pull request #51268 from RevoluPowered/fix-nan-data-from-compression
Prevent division by zero and warn about invalid normal/tangent information
2021-08-16 22:54:50 +02:00
Gordon MacPherson 6883d55da8 Octahedral compression fix division by zero and warn
This was reported by UBSAN.

Many methods were discussed, in the end this has the least evils and will use a 0,0,1 default on decompress.

Please see the PR for more info https://github.com/godotengine/godot/pull/51268
2021-08-16 21:18:57 +01:00
Rémi Verschelde 7a657b9b1c
Merge pull request #51749 from LoipesMas/3.x
[3.x] Epsilon check for angular velocity in BodySW
2021-08-16 20:41:43 +02:00
PouleyKetchoupp be13538b71 Fix 3D character snap on moving platforms
Applying the platform velocity when leaving the platform floor should be
done after snapping to keep things consistent.

Now it's done in both 2D and 3D, as it's already done in 2D on master.
2021-08-16 11:30:28 -07:00
Rémi Verschelde dc1b18e832
Merge pull request #51743 from fabriceci/3x-avoid-useless-snap
[3.x] Avoid useless call to move and collide during snapping
2021-08-16 20:19:39 +02:00
LoipesMas 32965aa0ab Epsilon check for angular velocity in BodySW 2021-08-16 20:11:46 +02:00
Rémi Verschelde 51dd4d0c6c
Merge pull request #49509 from Chaosus/shader_time_3.x 2021-08-16 19:42:55 +02:00
Hugo Locurcio 8dae2f9f00
Add a comment at the top of generated shaders
This comment is useful to determine the origin of ShaderMaterials
converted from built-in material types (such as CanvasItemMaterial
or SpatialMaterial).

The Godot version is also included in case the shader needs to be
regenerated with a newer engine version.
2021-08-16 18:46:55 +02:00