Commit Graph

8632 Commits

Author SHA1 Message Date
Yuri Roubinsky 7ccbf49bda Prevent error generates if `Delete Line` used on last line in CodeEditor 2021-09-14 17:18:20 +03:00
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
Rémi Verschelde c110b294e9
Merge pull request #52644 from jmb462/error-message-on-invalid-autoload-name
Display an error message in autoload settings when autoload name is invalid
2021-09-14 13:45:32 +02:00
Rémi Verschelde 6ad7b334a1
Merge pull request #52260 from ThreeRhinosInAnElephantCostume/fixfindonfocus
Fix Find Next shortcut not working when search bar is focused
2021-09-14 13:35:10 +02:00
Yuri Roubinsky 6a9e855af9 Fix editor crash on pressing `Go to Previous Bookmark` menu button 2021-09-14 14:21:51 +03:00
Rémi Verschelde bec06b01f8
Merge pull request #52213 from Ev1lbl0w/fix_output_message_split
Fix messages with embedded newlines not being properly presented
2021-09-14 13:09:18 +02:00
Rémi Verschelde de3bc8d294
Merge pull request #52259 from jmb462/fix-ctrl-V-wrong-behavior-in-inspector-textedit
Fix Ctrl+V wrong behavior in inspector textedit (Fix #52208)
2021-09-14 13:04:57 +02:00
jmb462 645cc71be4 Display an error message in settings when autoload name is invalid 2021-09-14 13:04:00 +02:00
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
Aaron Franke 3a902c66c4
Revert some URLs from the "Replace HTTP URLs with HTTPS" PR 2021-09-13 15:18:35 -05:00
Jummit 38b312404b Highlight hovered inspector categories 2021-09-13 21:35:09 +02:00
Rémi Verschelde 45d9df2e63
Merge pull request #52632 from vnen/autoload-global-script-class-conflict
Disallow class names to be the same as global names
2021-09-13 21:10:50 +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
George Marques 2e5fa124f4
Disallow class names to be the same as global names
Also forbid autoloads to have the same name as global script class.
2021-09-13 10:51:29 -03:00
Hugo Locurcio f85426e8ad
Merge pull request #51805 from skysphr/scrollbar-icons-pressed
Added increment_pressed and decrement_pressed icons to scrollbars
2021-09-13 14:57:21 +02:00
Rémi Verschelde 1994525fc2
Merge pull request #51981 from kleonc/multi-node-edit-node_path-fix
MultiNodeEdit Fix setting NodePath
2021-09-13 14:05:14 +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
kobewi 7c325aa842 Make restore_scenes_on_load true by default 2021-09-12 16:11:56 +02:00
Juan Linietsky 8aedcfced7
Merge pull request #52504 from V-Sekai/gltf_8_uv
8 uvs for glTF2, URI decode and Vertex Custom api
2021-09-11 16:42:35 -03:00
Matthew Newall ed2280528f Corrected Save Scene and Save All Scenes not working when the scene's dir no longer exists 2021-09-11 14:39:46 +00:00
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 6679790fac
Merge pull request #52406 from ellenhp/libvorbis
Replace stb_vorbis with libvorbis
2021-09-10 16:24:59 -03:00
Lyuma aca4b737f1 8 uvs for glTF2, URI decode and Vertex Custom api.
Add glTF2 uri decode for paths.

Add vertex custom apis.

Add scene importer api.

Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh

Co-authored-by: darth negative hunter
 <thenegativehunter2@users.noreply.github.com>
2021-09-10 09:16:48 -07:00
Max Hilbrunner cf08fadbad
Merge pull request #52503 from KoBeWi/DROPNODESTOFOLDERRRR
Save branch as scene by dropping to filesystem
2021-09-10 12:58:03 +02:00
Ellen Poe f5d9c7b487 Replace stb_vorbis with libogg+libvorbis 2021-09-09 19:39:04 -07:00
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
Juan Linietsky d0a7eeaaff
Merge pull request #44844 from KoBeWi/hey_listen!_but_2d
Add Listener2D
2021-09-09 19:19:10 -03:00
Vincent 70108fd850 implement individual mesh transform for meshlibrary items 2021-09-09 16:40:16 +02:00
kobewi d4f4cfbb40 Save branch as scene by dropping to filesystem 2021-09-09 00:59:10 +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 d308a0a148
Merge pull request #52307 from Calinou/scene-tree-tooltip-display-node-name
Display the node name in scene tree dock tooltips
2021-09-08 09:20:34 +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
kobewi 8fe664fb4b Don't stop closing on unsaved script 2021-09-07 23:38:19 +02:00
PouleyKetchoupp 37de1df2ab Fix undo/redo for properties set as PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED
Full inspector update was triggered only on property changed, but not on
undo/redo actions, which can cause inspector discrepancies when some
properties are supposed to be shown or hidden.

Now update all flag is passed into _edit_set() method which already has
logic to handle this case properly (it still triggers update_tree() down
the line).
2021-09-07 13:58:41 -07:00
kobewi 1a60509699 Close built-in script from any scene 2021-09-07 22:19:45 +02:00
Juan Linietsky 58388f8cec
Merge pull request #47391 from Calinou/platform-feature-tags-lowercase
Make platform feature tag names lowercase
2021-09-07 16:30:50 -03:00
Max Hilbrunner 1eee73c26f
Merge pull request #52440 from kdiduk/issue-41297-fix-type-casting-to-uint32_t
Cosmetic: explicitly convert signed to unsigned value
2021-09-07 21:08:26 +02:00
Max Hilbrunner 886ad727f8
Merge pull request #52267 from williamd67/lookup-symbol-builtin-functions
Show help for built-in functions (@GlobalScope)
2021-09-07 21:05:09 +02:00
Juan Linietsky 93aa158b5e
Merge pull request #52277 from groud/implement_array_property_hint
Implement properties arrays in the Inspector.
2021-09-07 11:59:46 -03:00
Silc 'Tokage' Renew 48aa2d5494 Fixed regression of skinning with skeleton 2021-09-07 23:59:29 +09:00
kleonc ad7a6102ae SpriteFramesEditor Fix preview grid in "Select Frames" dialog 2021-09-07 15:27:19 +02:00
Gilles Roudière f361796771 Fix TileSet terrain painting reset to no terrain 2021-09-07 14:59:58 +02:00
jmb462 e7fd9adb4c Fix node pivot shortcut is always active 2021-09-07 14:02:27 +02:00
Gilles Roudière 4bd7700e89 Implement properties arrays in the Inspector. 2021-09-07 09:51:28 +02:00
Anilforextra a1f616dcfc Use builtin Vector2 functions for calculation of angles.
.
2021-09-07 08:30:26 +05:45
Camille Mohr-Daurat a93fb2655a
Merge pull request #52286 from nekomatata/restore-kinematic-body
Add AnimatableBody inherited from StaticBody for moving platforms
2021-09-06 09:32:46 -07:00
Kirill Diduk 92fa2bac23 Explicitly convert signed to unsigned value 2021-09-06 15:40:41 +02:00
Silc 'Tokage' Renew facf8f1883 Apply set_read_only() to child classes of EditorProperty elements 2021-09-05 18:22:17 +09:00
Ryan Roden-Corrent b296ad23b4
Don't handle property_editor shortcuts on release.
Fixes #52336.

EditorProperty::unhandled_key_input was handling both press and release.
This means that if you press `ctrl+v` on an EditorProperty line input,
it will paste as expected on pressing `ctrl+v`, and accept the event so
EditorProperty will not see it. However, on release, LineEdit ignores
the event and EditorProperty still catches and handles it, using its own
paste implementation.
2021-09-03 08:33:02 -04:00
William Deurwaarder d927d4203c Symbol lookup jumps to the correct position in help editor
Commit `e4651a4` introduced `scroll_to_paragraph` and changed the implementation
of `scroll_to_line`, which also counts lines within paragraphs.

The help editor still used the `scroll_to_line` method
while it should use the newly implemented `scroll_to_paragraph' as that is
stored in its tables.
2021-09-02 21:51:27 +02:00
Hugo Locurcio b73e7623c8
Merge pull request #33123 from Calinou/remote-inspector-capitalize-properties
Capitalize properties in the remote inspector
2021-09-02 19:44:53 +02:00
TechnoPorg 1963c63b91 Load assets before enabling editor plugins
Moves the code for enabling plugins from NOTIFICATION_READY to after the first scan has been completed.
2021-09-02 09:41:12 -06:00
Michael Alexsander ee4b0108e0 Make some enhancements to the POT generation 2021-09-02 11:12:54 -03:00
ThreeRhinosInAnElephantCostume a442b06313 Fix Find Next shortcut not working when search bar is focused 2021-09-02 09:54:26 +02:00
Hendrik Brucker 43faebdf48 Tweak tooltip style 2021-09-02 02:41:09 +02:00
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
Hugo Locurcio c673aea124
Display the node name in scene tree dock tooltips
This makes long node names previewable without having to rename them.
2021-09-01 15:02:42 +02:00
PouleyKetchoupp 83baecdff0 Add AnimatableBody inherited from StaticBody for moving platforms
Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused

Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).

Also updated description for the different physics nodes to make their
usage clearer.
2021-08-31 18:14:32 -07:00
Hugo Locurcio 2daaf0fdc3
Make platform feature tag names lowercase
Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.

- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
2021-08-31 20:34:44 +02:00
Aaron Franke 288f0b6555
Reformat Transform(2D) inspector menus
Move, rename, recolor, and fix the inspector for these in the inspector. Coloring is now done by a helper method in "editor_inspector.cpp".
2021-08-31 11:24:40 -05:00
kobewi f2cb0a8d4b Add Listener2D 2021-08-31 16:53:14 +02:00
Hugo Locurcio 854f328517
Capitalize properties in the remote inspector
This makes property casing consistent with the editor.

If property capitalization is disabled in the Editor Settings,
the remote inspector will also disable capitalization.
2021-08-31 16:39:37 +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
Nathan Franke 9954544be8
Make default main screen plugin work even if 2D and 3D are disabled 2021-08-31 00:17:22 -05:00
kobewi baf2f374f4 Sort palette commands by last use 2021-08-31 02:07:52 +02:00
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
William Deurwaarder b2f858870d Show help for built-in functions (@GlobalScope) 2021-08-30 21:51:56 +02:00
jmb462 91974057a5 Fix CTRL+V doesn't work properly in inspector textedit 2021-08-30 17:33:01 +02:00
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
Juan Linietsky 503244d452
Merge pull request #52245 from AndreaCatania/AndreaCatania-patch-4
EditorPropertyText, pass changing variable false.
2021-08-30 08:51:11 -03:00
Andrea Catania 847d9c29c7
Update editor_properties.cpp 2021-08-30 11:35:17 +02:00
Andrea Catania d332a546c6
EditorPropertyText, pass changing variable false.
When the `EditorPropertyText`  change is triggered, it pass the `changing` as true, while there is an early return that blocks such event to be emitted when the Editor is updating.
This commit aligns the early return with the passes parameter.
2021-08-30 11:34:01 +02:00
Wilson E. Alvarez d11c1afc04
Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
Juan Linietsky 07707a3627
Revert "Display a matrix for Node2D and don't display a duplicate origin" 2021-08-29 17:01:07 -03:00
Fabio Alessandrelli ecb2e8297c [Editor] Editor debugger binds according to editor settings. 2021-08-29 18:03:12 +02:00
Aaron Franke ee7bb9bbb9
Display a matrix for Node2D and don't display a duplicate origin 2021-08-29 10:34:50 -05:00
Ricardo Subtil a08dbf3888 Fix messages with embedded newlines not being properly presented 2021-08-29 10:35:13 +01:00
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
kleonc 5d25115e80 SceneTreeDock Ensure to deactivate multi edit when selection changes to a single node 2021-08-28 01:55:06 +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
SaracenOne 1fbbe25cea Fix crash on scenes with tool scripts and mismatched node types 2021-08-27 14:32:28 +01:00
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
K. S. Ernest (iFire) Lee 00268e37a0
Merge pull request #52142 from NathanLovato/GDQuest/animation-bezier-editor-improvements
Replace close icon with button in the Bezier editor
2021-08-27 01:58:00 -07:00
Lyuma 31f790299c Use OrderedHashMap for autoloads to preserve order 2021-08-26 21:55:26 -07:00
Nathan Lovato 4e7ac43cfe Replace close icon with button in the Bezier editor 2021-08-26 19:21:49 -06:00
Tomek f6f5e0f934
Merge pull request #39404 from rcorre/proposal-106-copy-prop-path
Allow copying property path from inspector.
2021-08-27 00:39:42 +02:00
Juan Linietsky eb940ca2a0
Merge pull request #51928 from reduz/extension-loader
Implement Extension Loader
2021-08-26 10:24:25 -03:00
Juan Linietsky 34e286d6a3
Merge pull request #52077 from reduz/error-ret-doc
Implement error return documentation
2021-08-26 08:42:06 -03:00
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
reduz 96f8254b24 Implement error return documetation
Adds ability to add error return documetation to the binder and class reference.
Usage example:

```C++
void MyClass::_bind_method() {
	[..]
	BIND_METHOD_ERR_RETURN_DOC("load", ERR_FILE_CANT_OPEN, ERR_FILE_UNRECOGNIZED);
}
```

One function of ConfigFile was changed as example.
2021-08-24 15:28:29 -03:00
Juan Linietsky 61141793ca
Merge pull request #51999 from lyuma/set_surface_material
Implement methods in EditorSceneImporterMesh, and add documentation.
2021-08-24 11:17:48 -03:00
Juan Linietsky aa3c3a9ebb
Merge pull request #52036 from reduz/native-extension-argument-pointers
Implement NativeExtension pointer arguments
2021-08-23 20:36:48 -03:00
reduz 44d62a9f4b Implement NativeExtension pointer arguments
* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
2021-08-23 19:58:40 -03:00
Ryan Roden-Corrent 0205fffbf3
Copy/Paste property paths/values in inspector.
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.
2021-08-23 18:15:05 -04:00
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 679b9be9d3
Merge pull request #52021 from Calinou/rename-polygon-editor-settings
Rename polygon editor settings for better display in the Editor Settings
2021-08-23 19:25:24 +02:00
Hugo Locurcio 19a735913e
Merge pull request #51998 from SirQuartz/Schrödinger's-search-box
Fix quick open script results
2021-08-23 18:51:57 +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
Max Hilbrunner 583b6a594a
Merge pull request #51971 from aaronfranke/https
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23 15:58:54 +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
Lyuma e6962729d5 Implement set_surface_material and set_surface_name methods in EditorSceneImporterMesh, and add documentation. 2021-08-22 19:42:35 -07:00
Aaron Franke ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Nicholas Huelin c08407ed60
Fix quick open script top result
This pull request fixes an issue where the top search result of the quick open script wouldn't be the most relevant when the first letter is typed.
2021-08-22 19:28:49 -04:00
Michael Alexsander 2f8a58ad46
Merge pull request #51886 from Geometror/fix-layout-editor-file-dialog
Fix ItemList layout (+EditorFileDialog)
2021-08-22 16:47:11 +00:00
Juan Linietsky e42628cd99
Merge pull request #51982 from reduz/fix-doctool-merging-when-signatures-change
Fix doctool merges when method signatures don't match
2021-08-22 12:37:38 -03:00
K. S. Ernest (iFire) Lee 7cbf5a547f
Merge pull request #51700 from Geometror/fix-color-picker
Reimplement ColorPicker presets
2021-08-22 08:23:09 -07:00
kleonc 5260fd8f3e MultiNodeEdit Fix setting NodePath 2021-08-22 17:17:30 +02:00
reduz 431ba0ebb1 Fix doctool merges when method signatures don't match
If methods signature did not match, documentation is not merged. This is
a considerable source of annoyance for contributors and it happened as
a result of #4533, otherwise the documentation for constructors would
not be properly merged.

This PR modifies the logic introduced to only do the signature test on
constructors and operators (which are the only types of members that can repeat).
2021-08-22 09:43:05 -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
Hugo Locurcio 57e3a1a951
Merge pull request #47673 from Calinou/improve-editor-window-title
Improve the editor window title for better usability
2021-08-22 08:42:43 +02:00
requizm 3d3f64f949 Fix camera override not working 2021-08-21 21:24:09 +03:00
Hendrik Brucker 72e49eadec Fix ItemList layout (+EditorFileDialog) 2021-08-21 00:22:09 +02:00
reduz 542e6e8ca6 Implement Extension Loader
* Extensions are now scanned and loaded on demand.
* Extensions found are cached into a file that is used to load them (which is also exported).
* Editor will ask to restart when an extension requires core functionality.
* Editor will attempt to load extensions always before importing or loading scenes. This ensures extensions can register the relevant types.
2021-08-20 16:02:24 -03:00
jmb462 54de7114c5 Add missing SNAME macro optimization for StringName in some functions 2021-08-20 14:50:24 +02:00
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
fabriceci f871f13340 Avoid a crash when an node of the AnimationTree is invalid 2021-08-19 16:05:35 +02:00
Rémi Verschelde 8b6c168b3a
Merge pull request #48560 from SaracenOne/collada_semantic_fix_4_0 2021-08-19 09:02:16 +02:00
Rémi Verschelde 5ccf797c9c
Merge pull request #51703 from YeldhamDev/compal_tweaks
Minor tweaks/fixes for the Command Palette
2021-08-19 07:12:38 +02:00
Rémi Verschelde e1e01427cc
Merge pull request #50411 from Chaosus/vs_filter
Added port type content filter on port dragging in visual shader
2021-08-18 20:43:03 +02:00
Rémi Verschelde de7b6d13eb
Merge pull request #51627 from mhilbrunner/todo-for-neikeq 2021-08-18 20:13:50 +02:00
Yuri Roubinsky f653cc13b9 Added port type content filter on port dragging in visual shader 2021-08-18 21:13:04 +03:00
Paulb23 ac39022dbc Fix visual shader keyword colour 2021-08-18 17:56:04 +01:00
Michael Alexsander 9819be7562 Minor tweaks/fixes for the Command Palette 2021-08-18 13:12:14 -03:00
Rémi Verschelde a031579286
Merge pull request #50752 from Phischermen/indeterminate_checkmark_api
Added icons and API for indeterminate checkmarks for the Tree class.
2021-08-18 10:31:06 +02:00
Hugo Locurcio 5be4ea27d1
Fix missing and incorrectly named visual shader texture uniform icons 2021-08-18 05:41:02 +02:00
Hugo Locurcio a139e58f8c
Add comments at the top of each built-in shader to ease debugging
When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
2021-08-18 03:09:22 +02:00
Hendrik Brucker ff9901f51e Reimplement ColorPicker presets 2021-08-18 02:09:48 +02:00
Aaron Franke e5d85ac751
Fixes to tests for Variant and Geometry3D 2021-08-17 16:46:08 -05:00
skysphr e27ab2708f Added increment_pressed and decrement_pressed icons to scrollbars 2021-08-17 22:09:29 +03:00
Rémi Verschelde aa3909cf54
Merge pull request #51729 from yjh0502/ext-reload-master
Auto-reload scripts with external editor
2021-08-17 19:42:44 +02:00
Max Hilbrunner 5161c97c9c Remove underscore hacks
Way less cruft. :)

Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-17 16:10:28 +02:00
Haoyu Qiu 16c2d4ef22 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.
2021-08-17 21:11:10 +08:00
Jihyun Yu 1c61245990 Auto-reload scripts with external editor 2021-08-17 21:43:45 +09:00
Rémi Verschelde ca6c5cf7e6
Merge pull request #51758 from ThreeRhinosInAnElephantCostume/fix51725
Fixed node not renaming when clicking elsewhere on the scene tree
2021-08-17 14:07:42 +02:00
Rémi Verschelde 1c737fe7b5
Merge pull request #51761 from RevoluPowered/fix-undefined-behaviour-editor-grid
Fix editor grid perspective undefined behaviour
2021-08-17 14:04:47 +02:00
Rémi Verschelde 3621ec9b57
Merge pull request #51755 from jmb462/fix-carret-not-following-debugger
Fix caret not following while debugging (Fix #51754)
2021-08-17 14:02:47 +02:00
Rémi Verschelde 45344c6a02
Merge pull request #51651 from pycbouh/editor-merge-custom-theme
Add support for partial custom editor themes
2021-08-17 13:13:08 +02:00
Rémi Verschelde e1754c0a13
Merge pull request #51647 from pycbouh/editor-dont-use-invalid-styleboxes
Make sure stylebox is valid in `EditorSpinSlider` before using it
2021-08-17 13:11:58 +02:00
developer fd9267fd8d fixed the node not renaming when clicking elsewhere on the scene tree. 2021-08-17 09:07:12 +02:00
Gordon MacPherson 5f96e607fb Fix editor grid perspective undefined behaviour
Initialise the enum value
2021-08-17 00:37:27 +01:00
jmb462 838f0d49e3 Fix carret not following while debugging (Fix #51754) 2021-08-16 23:12:46 +02:00
Kevin Fischer 75866c81e7 Added icons and API for indeterminate checkmarks for the Tree class. 2021-08-16 10:13:06 -07:00
Rémi Verschelde cfdac0973c
Merge pull request #51698 from Paulb23/text-editor-settings
Reorganise text editor settings
2021-08-16 18:48:58 +02:00
Rémi Verschelde 8383e4e06d
Merge pull request #51733 from timothyqiu/resource-menu-item
Disable "Edit Resource from Clipboard" when nothing in clipboard
2021-08-16 18:32:23 +02:00
Rémi Verschelde d673353a58
Merge pull request #51736 from JFonS/minor_fixes_n3ep
Minor fixes to Node3DEditorPlugin
2021-08-16 18:31:22 +02:00
Paulb23 bcfc591f86 Reorganise text editor settings 2021-08-16 17:18:49 +01:00
Haoyu Qiu 93c1bbe697 Disable "Edit Resource from Clipboard" menu item when nothing in clipboard
To be consistent with other menu items.
2021-08-16 22:34:17 +08:00
Rémi Verschelde fff9a451a1
Merge pull request #51368 from TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
2021-08-16 15:37:17 +02:00
jfons 49361034f9 Minor fixes to Node3DEditorPlugin
* Change EditorNode3D::update_all_gizmos() to start at the edited scene
  root instead of the whole editor root.
* Call update_all_gizmos() only once at start instead of evrey time a
  gizmo plugin is added.
* Add missing null check.
2021-08-16 12:59:12 +02:00
Rémi Verschelde 84f1d161a7
Merge pull request #50181 from Calinou/gpu-particles-improve-visibility-generation
Improve visibility rect/AABB generation usability in GPUParticles
2021-08-16 12:45:00 +02:00
Rémi Verschelde 2459f81044
Merge pull request #51704 from Calinou/editor-icons-add-expression
Add editor icons for VisualScript and VisualShader expression resources
2021-08-16 12:43:52 +02:00
Rémi Verschelde 40f5c571ec
Merge pull request #51702 from Calinou/port-visual-shader-icons
Port visual shader node icons from Godot 2.1.x
2021-08-16 12:43:29 +02:00
Rémi Verschelde 832b045296
Merge pull request #51701 from theoway/updates_node_arranger_icon
Changes the icon of node arranger in GraphEdit & editor
2021-08-16 12:31:16 +02:00
Rémi Verschelde 3e7a545ecf
Merge pull request #51030 from kleonc/sprite_frames-preserve-src-atlas_texture-margins
SpriteFramesEditor: preserve source texture margins when creating frames from AtlasTexture
2021-08-16 10:37:40 +02:00
Umang Kalra c2f8c94b15 Changes the icon of node arranger in GraphEdit/VisualScript/VisualShader 2021-08-16 12:30:15 +05:30
Hugo Locurcio 1bd214258e
Improve visibility rect/AABB generation usability in GPUParticles
- Don't display the time dialog if the automatically calculated
  generation time is short enough.
- Clarify the purpose of waiting in the progress dialog.
2021-08-16 05:56:07 +02:00
Hugo Locurcio c7dbac9d02
Add editor icons for VisualScript and VisualShader expression resources 2021-08-16 01:43:51 +02:00
Hugo Locurcio ed82634857
Port visual shader node icons from Godot 2.1.x 2021-08-16 00:53:26 +02:00
Rémi Verschelde 966559c3bd
Merge pull request #51512 from Bhu1-V/PR/cmd-fix
command palette improvements
2021-08-15 16:01:49 +02:00
Bhuvan Vemula a0205e4f34 command palette improvements 2021-08-15 11:40:44 +05:30
Hugo Locurcio 4a4d977bea
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.
2021-08-14 22:04:45 +02:00
TwistedTwigleg 5ffed49907 New and improved IK system for Skeleton3D
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.

This work was sponsored by GSoC 2020 and TwistedTwigleg

Full list of changes:
* Adds a SkeletonModification3D resource
  * This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
  * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in it's own file
* Several changes to Skeletons, listed below:
  * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
    * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
  * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
  * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
  * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
  * Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
  * BoneAttachment3D node is now completely standalone in its functionality.
    * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
  * BoneAttachment3D now can be set either using the index or the bone name.
  * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
  * BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
2021-08-14 15:57:00 -04:00
Rémi Verschelde 9f5c61315c
Merge pull request #51669 from KoBeWi/nextnextnextnextnext
Fix double Next Editor Tab
2021-08-14 18:06:41 +02:00
Rémi Verschelde fae0296378
Merge pull request #51657 from timothyqiu/view-name
Fix i18n of 3D view name
2021-08-14 18:02:07 +02:00
kobewi cf95ce8b43 Fix double Next Editor Tab 2021-08-14 16:57:42 +02:00
Rémi Verschelde b9b6102b91
Merge pull request #51660 from AnilBK/use-short-functions
Use get_global_* functions instead of using transforms.
2021-08-14 12:17:53 +02:00
Anilforextra c390f0515d Use get_global_* functions instead of using transforms. 2021-08-14 14:01:57 +05:45
Rémi Verschelde 59879447a3
Merge pull request #51636 from Calinou/rename-lineshape2d
Rename LineShape2D to WorldMarginShape2D
2021-08-14 09:36:16 +02:00
Haoyu Qiu 42579a346b Fix i18n of 3D view name
Make the full view name translatable as a whole instead of combining
from sub-strings.
2021-08-14 15:24:02 +08:00
Hugo Locurcio 8e3f71d750
Rename LineShape2D to WorldMarginShape2D
The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-14 03:12:13 +02:00
Yuri Sizov 855cfe1559 Add support for partial custom editor themes 2021-08-14 02:03:07 +03:00
Yuri Sizov 0d3e85c665 Make sure stylebox is valid in EditorSpinSlider before using it 2021-08-14 00:21:10 +03:00
Rémi Verschelde 14a2e59875
Merge pull request #51642 from akien-mga/cleanup-use_single_quotes 2021-08-13 21:49:06 +02:00
Rémi Verschelde 761eb7e06a
Merge pull request #51585 from Paulb23/theme-update-optimisation 2021-08-13 21:33:36 +02:00
Rémi Verschelde 81512a3732
Style: Cleanup code using `text_editor/completion/use_single_quotes` 2021-08-13 21:27:57 +02:00
Rémi Verschelde 4c3ece8c4b
Merge pull request #51628 from timothyqiu/drag-property-path
Allow dropping property path into script editor
2021-08-13 21:13:54 +02:00
Paulb23 b6f5912174 Move CodeEdit theme overrides into EditorTheme 2021-08-13 17:47:53 +01:00
Aaron Franke 2cabdcd1a0
Explicit 2D naming and some organization in texture region editor plugin 2021-08-13 11:18:49 -05:00
Rémi Verschelde 3a48474c49
Merge pull request #51619 from Chaosus/fix_dark_words
Fix incorrect word block colors in the inspector tooltip
2021-08-13 17:09:34 +02:00
Haoyu Qiu dae51cc6b3 Allow dropping property path into script editor 2021-08-13 23:04:48 +08:00
Yuri Roubinsky 33e0b4b60d Fix incorrect word block colors in the inspector tooltip 2021-08-13 16:15:05 +03:00
Rémi Verschelde 62c6347a27
Merge pull request #51035 from foxydevloper/drag-drop-more-support
Improve drag and dropping files into viewport by supporting more types
2021-08-13 14:57:10 +02:00
Rémi Verschelde 1e0c6db621
Merge pull request #49523 from foxydevloper/improve-shortcut-naming
Improve naming of a couple shortcuts
2021-08-13 14:50:03 +02:00
Rémi Verschelde 24ec20414a
Merge pull request #50114 from Chaosus/vs_constants
Few improvements for constants in visual shader
2021-08-13 14:45:13 +02:00
Rémi Verschelde f0e420e981
Merge pull request #51519 from Chaosus/vs_transform_operator
Changed `TransformMult` node to `TransformOp` in visual shaders
2021-08-13 14:44:14 +02:00
Rémi Verschelde 85e315d6e8
Merge pull request #51607 from aaronfranke/includes
Fix some unnecessary includes
2021-08-13 14:38:56 +02:00
Rémi Verschelde 39efccf3b8
Merge pull request #50767 from KoBeWi/no_head_no_save
Don't save project on startup in no window mode
2021-08-13 11:08:08 +02:00
kobewi ea2489ce93
Don't save project on startup in headless mode 2021-08-13 09:57:46 +02:00
Anilforextra d73d8b8d78 Fix duplicate conditions. 2021-08-13 12:22:38 +05:45
Aaron Franke eb4902a455
Fix some unnecessary includes 2021-08-13 00:27:38 -05:00
Yuri Roubinsky b2b33ce4f6
Merge pull request #51572 from Chaosus/vs_fix_transform_instance
Fix printing error about unsupported modifier on `TransformUniform`
2021-08-12 21:23:18 +03:00
Yuri Roubinsky c43b7c113f Fix printing error about unsupported modifier on `TransformUniform` 2021-08-12 19:40:45 +03:00
Rémi Verschelde c89ad92c96
Merge pull request #51532 from nekomatata/layer-mask-accessors
Uniformize layer names, script methods and documentation
2021-08-12 17:55:11 +02:00
Rémi Verschelde 6f043f7a19
Merge pull request #50771 from naithar/feature/platform-export-refactoring-4.0 2021-08-12 17:22:43 +02:00
Rémi Verschelde d10bfe8e24
i18n: Sync translations with Weblate
And sync template with current 3.x codebase.

(cherry picked from commit f3441fcff0)
2021-08-12 17:10:01 +02:00
PouleyKetchoupp 989acbbe81 Uniformize layer names, script methods and documentation
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00
Sergey Minakov fa2983c18b Allow additional cpp files to be added for export template 2021-08-12 16:56:17 +03:00
Paulb23 ae4dcb8918 Cleanup and bind remaing methods in TextEdit 2021-08-12 11:43:35 +01:00
Paulb23 0a32a6907b Cleanup and expose viewport / scrolling methods 2021-08-12 09:29:58 +01:00
Paulb23 7dbb0f3233 Rename readonly to editable 2021-08-12 09:29:58 +01:00
Paulb23 b700011314 Protect internal CodeEdit --> TextEdit API 2021-08-12 09:29:58 +01:00
Paulb23 9ec3e7f3d7 Cleanup TextEdit selection methods 2021-08-12 09:29:56 +01:00
Paulb23 7e70f9e0b9 Expose and cleanup TextEdit line wrap API 2021-08-12 09:29:16 +01:00
Paulb23 d5dcaee4c5 Cleanup and rename caret operations 2021-08-12 09:29:13 +01:00
Rémi Verschelde d64343911c
Merge pull request #49521 from LightningAA/focus-scenetree-on-root-node-4.0
Focus the scene tree dock after hitting one of the "Create Root Node:" buttons
2021-08-12 08:13:01 +02:00
Rémi Verschelde f88593ce5f
Merge pull request #51541 from timothyqiu/reset-crash
Fixes crash when AnimationPlayer reset on save
2021-08-12 08:11:46 +02:00
Haoyu Qiu 96f077a18d Fixes crash when AnimationPlayer reset on save 2021-08-12 10:53:35 +08:00
Lightning_A 285024e806 Focus the scene tree dock after hitting one of the "Create Root Node:" buttons 2021-08-11 18:15:24 -06:00
kobewi 6098403f07 Move the option to new menu 2021-08-12 01:34:52 +02:00
kobewi e401cd58f1 Add option to not expand tree on node select 2021-08-12 00:36:56 +02:00
PouleyKetchoupp f9176a39ce Make radius & height in CapsuleShape3D independent
Also changed CapsuleMesh to make settings consistent between render and
physics.
2021-08-11 14:54:53 -07:00
Yuri Roubinsky 9cf158019d Changed `TransformMult` node to `TransformOp` in visual shaders 2021-08-11 22:05:04 +03:00
Rémi Verschelde 1d7a358588
Merge pull request #51399 from RevoluPowered/improve_editor_grid_performance_4.0
[4.0] Implement editor grid performance improvements
2021-08-11 18:21:19 +02:00
Rémi Verschelde e30be92ce8
Merge pull request #41634 from KoBeWi/the_independence 2021-08-11 18:16:24 +02:00
Gordon MacPherson 536386eb69 Implement editor grid performance improvements
Benefits:
- Knows the size of the mesh to prevent push back taking longer
- No longer updates grid every frame, only if the camera has moved 10 units or more.
- Considerably less power draw
- Will redraw when you swap from orthographic to perspective and vice versa.
2021-08-11 16:40:03 +01:00
Tomasz Chabora f12f5b36b5 Make radius & height in CapsuleShape2D independent 2021-08-11 17:34:27 +02:00
Bhuvan Vemula d2b6125a6a corrected method name `set_event` 2021-08-11 19:30:53 +05:30
Yuri Roubinsky 0eb97c11cf Few improvements for constants in visual shader 2021-08-11 13:14:16 +03:00
Rémi Verschelde c00303ff55
Merge pull request #47378 from aaronfranke/use-input-enums
Use key enum instead of plain integers for input code
2021-08-11 11:20:45 +02:00
Rémi Verschelde e81427e959
Merge pull request #51497 from Chaosus/vs_fix_addnode_zoomed
Fix incorrect position of the created VisualShader nodes on zoomed graph
2021-08-11 10:19:21 +02:00
Yuri Roubinsky 8249ae8085 Fix incorrect position of the created VisualShader nodes on zoomed graph 2021-08-11 10:53:26 +03:00
Rémi Verschelde 7d43da928f
Merge pull request #51490 from nekomatata/clean-character-body
Remove infinite inertia and ray shapes from CharacterBody
2021-08-11 08:04:09 +02:00
Aaron Franke fa3a32a2d6
Use Key enum instead of plain integers 2021-08-10 16:26:55 -05:00
K. S. Ernest (iFire) Lee 18bd0fee5a
Merge pull request #49343 from theoway/node_auto_arrangement_graph_edit
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
2021-08-10 15:42:04 -04:00
Umang Kalra 12fc3f1eef Automatic arrangement of nodes in VisualScript/VisualShaders editors
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this 
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes. 

This work has been sponsored by GSoC '21.

Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
    • This method computes new positions for all the selected
      nodes by forming blocks and compressing them.
      The nodes are moved to these new positions. 
    • Adding this method to GraphEdit makes it available for 
      use in VisualScript/VisualShaders editors and its other
      subclasses. 
• Button with an icon has been added to call arrange_nodes() in GraphEdit. 
    • This button is inherited by VisualScript/VisualShaders editors
       to invoke the method.
• Undo/redo is functional with this method.
    • By using signals in arrange_nodes(), position changes are registered 
       in undo/redo stack of the subclass that is using the method. 
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
2021-08-11 00:44:28 +05:30
PouleyKetchoupp 4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
foxydevloper e62ad6ad80 Improve drag and drop by supporting more file types & node types
Adds support for dragging in all files of type Texture2D for 2D.
Adds support for dragging in all files of type Mesh for 3D.
Replaces adding texture as Light2D with PointLight2D.
Add more node types that textures can be added as
- TextureButton
- CPUParticles2D
2021-08-10 13:05:17 -04:00
fox 20201b56c2 Improve naming of a couple shortcuts 2021-08-10 13:01:07 -04:00
Rémi Verschelde dce488d8f7
Merge pull request #49417 from Bhu1-V/gsoc-cmd-plt
Command Palette For Godot
2021-08-10 18:55:22 +02:00
Aaron Franke 339687e04f
Organize methods in Viewport and explicitly name 3D methods with 3D 2021-08-10 09:10:34 -05:00
Rémi Verschelde 16d73fefdb
Merge pull request #50682 from aaronfranke/basis-looking-at
Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
Aaron Franke 430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
Aaron Franke 84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00