Rémi Verschelde
951ecc4f79
Merge pull request #36518 from Janglee123/no-underlined-keywords
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Removed underlining of not clickable symbols
2020-03-12 22:24:43 +01:00
janglee
50a570c9c1
Removed underlining for not clickable symbols
2020-03-11 08:57:21 +00:00
JFonS
a0af3094b4
Fix rotation gizmo for empty Spatials
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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.
2020-03-10 16:23:22 +01:00
Rémi Verschelde
1500e40ccf
Merge pull request #36887 from MCrafterzz/relativeSnap
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Made snap relative work on rotation as well
2020-03-10 10:17:42 +01:00
Fabio Alessandrelli
95c4ba80c5
Fix "deploy with remote debug" editor option.
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The line to update the option was missing (rendering it useless).
Of course the only one I didn't know how to test was broken.
2020-03-10 04:06:19 +01:00
Rémi Verschelde
478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
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ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
Marcus Elg
97a07bada7
Made snap relative work on rotation as well
2020-03-09 17:00:47 +01:00
Rémi Verschelde
af015f79d3
Merge pull request #36917 from volzhs/cancel-snap-setting
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Update snap setting only with OK
2020-03-09 12:19:56 +01:00
Rémi Verschelde
1f37c8e048
Merge pull request #36914 from guilhermefelipecgs/fix_check_view_information
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Fix the VIEW_INFORMATION checkbox not being selected (visually)
2020-03-09 12:17:07 +01:00
Rémi Verschelde
e162c07af9
Merge pull request #36920 from Faless/debugger/more_instances
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Move Debug menu logic to DebuggerEditorPlugin, allow 4 debug instances
2020-03-09 12:01:14 +01:00
Fabio Alessandrelli
bfc1b76803
Allow running/debugging up to 4 instances.
2020-03-09 09:43:54 +01:00
jfons
7055a926ff
Add rotation widget to 3D viewport
2020-03-08 23:38:29 +01:00
Fabio Alessandrelli
4d623b70d7
Move Debug menu logic to DebuggerEditorPlugin
2020-03-08 22:57:48 +01:00
volzhs
667a981d4d
Update snap setting only with OK
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restore previous values with cancel
2020-03-09 04:31:11 +09:00
Guilherme Felipe
126cec41e6
Fix the VIEW_INFORMATION checkbox not being selected
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Generated id of "Display Advanced..." was in conflict with "View Information"
2020-03-08 15:34:41 -03:00
Fabio Alessandrelli
540ca05a80
Threaded networking for editor debugger.
2020-03-08 12:16:09 +01:00
Rémi Verschelde
fdda39a506
Signals: Don't pass default binds to EditorProperty property_changed
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This was done by mistake in #36758 , but it's not necessary and actual
causes a bug.
`property_changed` is only emitted via `emit_changed()`, which already
has default values for `p_field` and `p_changing`.
Also reverted to using `String` for now to be on the safe side, even if
it's inconsistent with `emit_changed()`. I had only changed it
partially in #36758 so it was inconsistent. It probably does make sense
to port `EditorInspector` and related property editors to use
`StringName` where relevant, but that's for a dedicated PR.
Fixes #36799 .
2020-03-05 15:35:44 +01:00
Rémi Verschelde
7c9e15238e
Merge pull request #36739 from Calinou/improve-giprobe-editor-label
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Improve the GIProbe editor contextual label
2020-03-04 22:41:25 +01:00
Rémi Verschelde
48ed841dd0
Signals: Fix some regressions from #36426
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- Fix `callable_mp` bindings to methods which used to have default
arguments passed to `bind_method`. We now have to re-specify them
manually when connecting.
- Re-add `GroupsEditor::update_tree` binding.
- Misc code quality changes along the way.
2020-03-03 11:44:06 +01:00
Hugo Locurcio
46bc1a7c3f
Improve the GIProbe editor contextual label
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- Change the label color depending on the estimated performance
(green = fast, yellow = average, red = slow).
- Use the Unicode multiplication symbol.
- Make the label translatable.
2020-03-02 22:09:38 +01:00
Rémi Verschelde
e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
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Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Rémi Verschelde
cb91f8d971
Merge pull request #36406 from nathanwfranke/revert-fix-signal-errors
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Partial revert "Fix two signal errors"
2020-02-29 12:11:53 +01:00
Mateo Dev .59
b8f08b42e7
Signals: Fix signals error prints for the new signal system
2020-02-28 14:24:09 +01:00
Rémi Verschelde
f742dabafe
Signals: Manually port most of remaining connect_compat uses
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It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde
01afc442c7
Signals: Port connect calls to use callable_mp
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Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Rémi Verschelde
4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
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Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
Andrea Catania
483994601d
Renamed NavigationPolygonInstance to NavigationRegion2D
2020-02-28 08:28:53 +01:00
Rémi Verschelde
2d904d2f80
Merge pull request #36232 from Calinou/add-soft-line-length-guideline
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Add a soft line length guideline to the script editor
2020-02-27 21:10:42 +01:00
Rémi Verschelde
eaf909dcf9
Merge pull request #36490 from Calinou/assetlib-error-version-compatibility
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Mention version compatibility when there are no results in the assetlib
2020-02-27 21:08:39 +01:00
Rémi Verschelde
38c78a9ab6
Merge pull request #36333 from Calinou/decrease-script-editor-split-width
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Decrease the script editor's default split width to 70
2020-02-27 20:54:23 +01:00
Andrea Catania
3b64ecbc4b
Renamed NavigationMeshInstance to NavigationRegion
2020-02-27 17:42:53 +01:00
Rémi Verschelde
ac446570d6
Merge pull request #36545 from nathanwfranke/syntax-highlight-int-types
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Fix autocomplete and highlighting for new integer types
2020-02-27 14:20:10 +01:00
Yuri Roubinsky
7aaad99afb
Place paste after copy in new popup menu in visual shader
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+ renamed _on_nodes_delete to _delete_nodes
2020-02-27 13:55:41 +03:00
Yuri Roubinsky
2d548b4d1a
Added popup menu for some actions in visual shaders
2020-02-27 12:54:26 +03:00
nathanwfranke
2dd498df70
Fix autocomplete and GDScript Highlighting for types
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Types include new integer types and others
2020-02-26 16:13:28 -06:00
Hugo Locurcio
7348dfb5b7
Fix a typo in the "Create Single Convex Collision Sibling" option
2020-02-26 22:25:55 +01:00
Yuri Roubinsky
9cfd2ed564
Fix resizer icon color in VisualScripts/Shaders when graph headers is on
2020-02-26 17:48:58 +03:00
Yuri Roubinsky
1e8108310a
Changed float type to int for INDEX visual shader input
2020-02-26 16:39:42 +03:00
Yuri Roubinsky
4a3d277623
Add support for integer type in visual shaders
2020-02-26 10:12:06 +03:00
Juan Linietsky
33b5c57199
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
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- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
bruvzg
1af06d3d46
Rename scancode
to keycode
.
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Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Rémi Verschelde
15e6a82faf
Signals: Fix invalid connections to missing callbacks
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These bugs existed since those lines were added, so I assume that
their intended use is no longer relevant.
2020-02-23 23:48:44 +01:00
Hugo Locurcio
5dd851e849
Mention version compatibility when there are no results in the assetlib
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This closes #36469 .
2020-02-23 23:27:42 +01:00
nathanwfranke
ad15edbc65
Partial revert "Fix two signal errors"
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This partially reverts commit a31bc1b0ba
.
Possible compatibility issues with #35864 that I am not sure about.
Do I need to change "connect" to "connect_compat"?
2020-02-23 15:04:45 -06:00
Rémi Verschelde
2cf6ac6c50
Replace FALLTHROUGH macro by C++17 [[fallthrough]]
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This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.
Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.
Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Yuri Roubinsky
7c1415b99b
Merge pull request #36421 from Chaosus/vs_sort_custom_nods
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Refactor node processing in visual shader member dialog
2020-02-21 21:34:03 +03:00
Yuri Roubinsky
b78b37ed3f
Refactor node processing in visual shader member dialog
2020-02-21 18:34:31 +03:00
Fabio Alessandrelli
cbc450c0e5
Huge Debugger/EditorDebugger refactor.
2020-02-21 11:12:03 +01:00
Juan Linietsky
69c95f4b4c
Reworked signal connection system, added support for Callable and Signal objects and made them default.
2020-02-20 08:24:50 +01:00
Rémi Verschelde
353e2071d0
Merge pull request #36340 from nathanwfranke/fix-signal-errors
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Fix two signal errors, remove unused break_request signals in profilers
2020-02-20 07:13:54 +01:00
nathanwfranke
a31bc1b0ba
Fix two signal errors
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Update
2020-02-19 15:22:34 -06:00
janglee
d3c580f0bc
Make orthogonal view mode persistent in new scene
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Fixes #36339 .
2020-02-19 21:33:43 +05:30
Hugo Locurcio
ac3c93077c
Decrease the script editor's default split width to 70
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This also makes its value change to match the editor scale.
2020-02-18 23:00:38 +01:00
Juan Linietsky
3205a92ad8
PoolVector is gone, replaced by Vector
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Hugo Locurcio
5c659dd399
Increase the width of the "Connections to method" dialog
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This closes #36245 .
2020-02-15 16:36:10 +01:00
Juan Linietsky
867d073b98
Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.
2020-02-15 08:36:04 -03:00
Hugo Locurcio
3e4b508c3b
Add a soft line length guideline to the script editor
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The default value is 80. The hard line length guideline's
default column has been moved to 100 to account for the new
soft line length guideline.
It can be disabled by setting its value to the same column as the
hard line length guideline.
This closes https://github.com/godotengine/godot-proposals/issues/347 .
2020-02-15 03:02:40 +01:00
Rémi Verschelde
710d829886
Merge pull request #36044 from dreamsComeTrue/fix-replace-all-shortcut
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Added 'Replace in files' functionality to text editors
2020-02-14 20:30:53 +01:00
Yuri Roubinsky
b798e26e28
Restore cubemaps in visual shaders
2020-02-14 12:51:46 +03:00
Dominik 'dreamsComeTrue' Jasiński
4c80beab44
Added 'Replace in files' functionality to text editors
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Fixes issue #31146
2020-02-13 23:45:05 +01:00
Yuri Roubinsky
7aad7df574
Restore drag&drop textures in visual shaders
2020-02-13 19:19:41 +03:00
Rémi Verschelde
386968ea97
Remove obsolete GLES3 backend
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Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Yuri Roubinsky
bc647393ba
Added virtual method to VisualShaderNodeCustom to enable high-end mark
2020-02-13 09:43:43 +03:00
Yuri Roubinsky
516cd821c0
Added high-end (Vulkan) label to some functions in visual shader
2020-02-12 23:17:00 +03:00
Juan Linietsky
cf8c679a23
ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits.
2020-02-12 14:24:54 -03:00
Michael Alexsander
eeb972faef
Fix problems with concave shapes in the TileSet editor
2020-02-11 18:31:25 -03:00
Juan Linietsky
2049dec79e
Added normalmap guided roughness mipmap generator, and a global roughness limiter.
2020-02-11 12:16:01 +01:00
Juan Linietsky
bed8980ca5
Re-implemented screen space ambient occlusion
2020-02-11 12:15:46 +01:00
Juan Linietsky
bd364d1447
Auto exposure re-implemented in Vulkan
2020-02-11 12:14:23 +01:00
Yuri Roubinsky
171691aad9
[Vulkan] Add repeat flag to texture preview checkerboard background
2020-02-11 12:05:43 +01:00
Rémi Verschelde
fff4240bb4
Fix code formatting issues and VS compilation
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Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356 .
2020-02-11 12:05:19 +01:00
Juan Linietsky
da0457fa29
Several fixes to GIProbes
2020-02-11 12:04:56 +01:00
Juan Linietsky
6ee2f5e6b6
More GIProbe work and fixes
2020-02-11 12:03:49 +01:00
Juan Linietsky
fb739f9da7
Fixed display menu visualizations.
2020-02-11 12:03:24 +01:00
Juan Linietsky
acf0f6c8a7
GIProbes working.
2020-02-11 12:03:20 +01:00
Juan Linietsky
dd3682e5fe
Modernized default 3D material, fixes material bugs.
2020-02-11 12:01:24 +01:00
Juan Linietsky
6deffa62fb
Several fixes to 3D rendering, and multimesh implementation.
2020-02-11 12:01:22 +01:00
Juan Linietsky
2d6a916835
Environment sky more or less working.
2020-02-11 12:01:05 +01:00
Juan Linietsky
449df8f688
Base 3D engine done, still untested, though.
2020-02-11 11:59:25 +01:00
Juan Linietsky
50e9befb88
Changes to material required to add custom shaders in RD renderer
2020-02-11 11:53:28 +01:00
Juan Linietsky
e1b3444415
Bugfixes and ability to better specify filter and repeat modes everywhere.
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Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky
3f335ce3d4
Texture refactor
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Rémi Verschelde
12244c46ae
Merge pull request #36086 from KoBeWi/TOOL_MOVE_move
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Allow to use arrow keys with TOOL_MOVE
2020-02-11 09:21:10 +01:00
Tomasz Chabora
cfa9060f8b
Fix selectable locked items
2020-02-11 00:01:10 +01:00
Tomasz Chabora
18918b4efa
Allow to use arrow keys with TOOL_MOVE
2020-02-10 21:39:05 +01:00
Rémi Verschelde
78074fed8d
Merge pull request #36085 from YeldhamDev/rip_animationtreeplayer_press_f
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Remove AnimationTreePlayer node
2020-02-10 21:12:10 +01:00
Michael Alexsander
021fdb1b58
Remove AnimationTreePlayer node
2020-02-10 16:25:50 -03:00
Gilles Roudière
b66d45d986
Fixes a crash in the 2D editor
2020-02-10 18:27:13 +01:00
Andrea Catania
e6be3f68da
- Integrated NavigationServer and Navigation2DServer.
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- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00
Rémi Verschelde
8cd5102c65
Merge pull request #35704 from KoBeWi/free_the_nodes
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Include locked nodes on selection list
2020-02-10 14:29:21 +01:00
Tomasz Chabora
de77bda605
Include locked nodes on selection list
2020-02-10 13:59:24 +01:00
Rémi Verschelde
50e940129a
Merge pull request #33815 from Calinou/assetlib-focus-search-shortcut
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Make Ctrl+F focus the editor asset library's search field
2020-02-10 11:34:47 +01:00
Rémi Verschelde
37432587f9
Merge pull request #35787 from Calinou/editor-expose-create-single-convex-shape
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Re-add a way to generate a single convex shape from the editor
2020-02-10 10:49:05 +01:00
Rémi Verschelde
0b9f0cd412
Merge pull request #36054 from Calinou/rebind-tilemap-editor-select-pick-tile
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Change the Pick Tile and Select default shortcuts in the TileMap editor
2020-02-10 10:36:43 +01:00
Aaron Franke
ef9b4ee2e2
Fix 2D CollisionShape controls pointing the wrong way
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They now point down, matching Godot's 2D coordinate system.
2020-02-09 17:37:30 -05:00
Rémi Verschelde
8cb2de5243
Merge pull request #33451 from MCrafterzz/movementHandle
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Added movement handles to 2D
2020-02-09 22:19:32 +01:00
Rémi Verschelde
9f9d6c6cc1
Merge pull request #35656 from ericrybick/35460-fix2
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Use a new approach to fix bone pose override not being reset when IK animation is stopped.
2020-02-09 22:14:31 +01:00
Eric Rybicki
bb0358dd8d
Use a new approach to fix bone pose override not being reset when IK animation is stopped.
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This reverts PR #35460 & commit 551c37167b
.
2020-02-09 19:50:13 +01:00
Hugo Locurcio
88213b54ba
Change the Pick Tile and Select default shortcuts in the TileMap editor
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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 .
2020-02-09 17:46:01 +01:00
Rémi Verschelde
23531207a5
Merge pull request #36008 from AndreaCatania/physical_bone_impr
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Skeleton animates physical bones
2020-02-09 11:15:43 +01:00