Commit graph

2716 commits

Author SHA1 Message Date
Andy Maloney
14c50fdb94 Fix gizmo names
Commit 5ef62e546f renamed EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name", but it wasn't done everywhere. Because EditorNode3DGizmoPlugin inherits from Resource, it was then using Resource::get_name() which resulted in null names.

Fixes godotengine/godot#46349
2021-02-28 20:52:53 -05:00
Rémi Verschelde
7b685a1558
Merge pull request #46452 from hilfazer/click_mesh_instance_crash_40
Prevent crash when clicking Mesh in MeshInstance when is scene root
2021-02-26 21:00:12 +01:00
hilfazer
1810654369 Prevent crash when clicking Mesh in MeshInstance when is scene root 2021-02-26 19:28:09 +01:00
Vedat Günel
929da94e2c Add outline to dragged guide text 2021-02-26 03:12:50 +03:00
trollodel
85a776ddcd Allow CollisionObject3D to show collision shape meshes
Add an editor gizmo to CollisionObject3D.
CollisionShape3D no longer shows collision shapes directly.
2021-02-24 18:50:13 +01:00
Michael Alexsander
0bc7049099 Apply minor visual enhancements to the Sun/Env Preview 2021-02-23 11:21:26 -03:00
reduz
d6a9cff8b7 Add preview Sun and Environment
* Adds both a preview sun and preview environment to the 3D editor.
* They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene.
* If any is added to the scene, the respective preview is disabled.
* Changed WorldEnvironment to better handle multiple node versions.
* Added a function in SceneTree to get the first node in a group.
* Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
2021-02-22 16:56:29 -03:00
hilfazer
442e550114 Prevent selecting hidden nodes in 3D and Canvas Item editors 2021-02-21 11:58:31 +01:00
reduz
083aa9b95e Refactor Process Mode
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192

* PauseMode is now ProcessMode, containing the following states:
	```
	PROCESS_MODE_INHERIT, // same as parent node
	PROCESS_MODE_NORMAL, // process only if not paused
	PROCESS_MODE_PAUSE_ONLY, // process only if paused
	PROCESS_MODE_ALWAYS, // process always
	PROCESS_MODE_DISABLED, // never process
	```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18 20:39:55 -03:00
Rémi Verschelde
310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez
8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
Eric M
49714b0963 Removed hardcoded shortcuts from /scene and converted to input actions
This removes hardcoded actions from things like LineEdit and TextEdit.

Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
2021-02-18 16:22:51 +01:00
reduz
64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Rémi Verschelde
7f63d6e848
Merge pull request #46105 from Calinou/assetlib-retry-button-only-failure
Only display the assetlib Retry button if the download failed
2021-02-17 08:10:27 +01:00
Hugo Locurcio
508011a57f
Only display the assetlib Retry button if the download failed 2021-02-17 02:00:22 +01:00
Aaron Franke
7d9ad2b845
Use Vector3.UP as a default value for look_at's up vector 2021-02-16 18:33:23 -05:00
reduz
288540a690 Fix editor always redrawing
-Only update rendering settings when project settings change
-Fixes the update spinner (and editor rendering) updating all the time.
-Added a "project_settings_changed" signal to EditorNode and EditorPlugin
2021-02-13 14:57:28 -03:00
Rémi Verschelde
5011a22731
Merge pull request #45932 from goostengine/sprite-convert-compressed
Fix sprite editor conversion tools to handle compressed textures
2021-02-12 23:11:51 +01:00
Andrii Doroshenko (Xrayez)
1cd7a16c10 Fix sprite editor conversion tools to handle compressed textures 2021-02-12 21:42:07 +02:00
reduz
f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
reduz
1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Rémi Verschelde
d93f75fae5
Merge pull request #45698 from KoBeWi/callables_are_love_callables_are_life
Change sort_custom/bsearch_custom to use Callables
2021-02-05 09:30:19 +01:00
kobewi
fb83d905da Change sort_custom/bsearch_custom to use Callables 2021-02-04 14:37:52 +01:00
Michael Alexsander
2d4cda89e1 Make margins obey the snap option in the TextureRegion editor 2021-02-03 22:44:17 -03:00
Tom Langwaldt
f995d6cd17
Fix swapped front/rear view 2021-02-02 19:44:38 +01:00
Yuri Roubinsky
ee3b51250a Fix port previews for uniforms in visual shaders 2021-02-02 13:41:05 +03:00
Rémi Verschelde
b24c24f64b
Merge pull request #45594 from JFonS/improve_3d_grid
3D editor grid improvements
2021-02-01 23:18:24 +01:00
jfons
73e62dffb9 3D editor grid improvements
This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.

I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
2021-02-01 22:19:54 +01:00
Rémi Verschelde
d2e1216504
Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Rémi Verschelde
2d134b6ddd
Merge pull request #45596 from Calinou/editor-add-viewport-resolution
Add viewport resolution to the 3D editor's View Information pane
2021-02-01 20:43:34 +01:00
Rémi Verschelde
d811f86102
Merge pull request #45281 from Chaosus/vs_unify
Unified several visual shader nodes
2021-02-01 08:56:03 +01:00
Rémi Verschelde
fe217efa2c
Merge pull request #45506 from Chaosus/vs_connection_fix
Attempt to connect to first correct port on dragging in visual shader
2021-02-01 08:55:06 +01:00
Hugo Locurcio
85ed695836
Add viewport resolution to the 3D editor's View Information pane 2021-01-31 00:21:36 +01:00
Aaron Franke
e829b7aee4
Unify URI encoding/decoding and add to C#
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28 07:45:01 -05:00
Yuri Roubinsky
3927066cac Attempt to connect to first correct port on dragging in visual shader 2021-01-27 17:34:43 +03:00
Gordon MacPherson
86c7faa169 Fix zero scaling and material mappings being mapped to wrong fields
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004

note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26 19:48:18 +00:00
Rémi Verschelde
7601ccb0f1
Merge pull request #45202 from aaronfranke/assetlib-url
Move the Asset Library API URLs to the Editor Settings
2021-01-26 15:25:53 +01:00
Rémi Verschelde
268f32bada
Merge pull request #45226 from Chaosus/vs_expression_port
Auto-creates a port in visual shader expression on dragging from (and to)
2021-01-26 12:50:40 +01:00
Rémi Verschelde
887d3ee733
Merge pull request #43875 from addmix/create-physical-skeleton-collider-fix
Create physical skeleton collider orientation fix
2021-01-26 00:35:23 +01:00
Rémi Verschelde
6cba658934
Merge pull request #44194 from madmiraal/fix-font_selected_color
Change themes font_color_selected to font_selected_color
2021-01-26 00:03:40 +01:00
Yuri Sizov
9d9d0f0bc9 Fix minimap capturing events and improve its theme
Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:07 +03:00
reduz
a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
Marcel Admiraal
8eb39f4e8b Change themes *_color_* to *_*_color
Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color

Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
2021-01-24 06:28:49 +00:00
reduz
099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
Yuri Roubinsky
4618e09f3b
Added SDF nodes to visual shader 2021-01-18 15:04:54 +01:00
Yuri Roubinsky
de5a8128d7 Unified several visual shader nodes 2021-01-18 13:32:12 +03:00
Hugo Locurcio
fa1d853eeb
Hide the rotation gizmo when editor cinematic preview is enabled
Cinematic preview enables the Camera3D preview automatically.

When previewing a Camera3D, the rotation gizmo isn't displayed as
it can't be used.
2021-01-18 03:19:05 +01:00
Yuri Roubinsky
d87303d058 Auto-creates a port in visual shader expression on dragging from 2021-01-16 12:57:09 +03:00
Yuri Roubinsky
c955a16b39 Fix invalid visual shader context menu popup size 2021-01-15 19:55:21 +03:00
Rémi Verschelde
c7fb7674c8
Merge pull request #44805 from Chaosus/vs_convert
Add convert options between constants and uniforms in visual shaders
2021-01-15 16:58:26 +01:00