Most of the custom logic to handle special keying cases is now inside
the AnimationPlayerEditorPlugin.
The EditorInspector now emits a signal when inspecting a new object.
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
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 `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
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
* `_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.
* 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.
* 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.
- EditorSettings: Ensure that `create()` makes a valid singleton.
Fixes#49179, fixes#49450.
- EditorPaths: Cleanup code, properly set `paths_valid`.
- EditorPaths: Move more paths validation (check, mkdir) from
EditorSettings for a better separation of concerns.
- EditorPaths: Move EditorFileSystem creation of `.godot/imported`
next to other paths.
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)