Commit graph

1595 commits

Author SHA1 Message Date
Silc Renew
060fb2d093 Add inspector plugin for key time edit & Change find key argument 2022-12-22 10:03:06 +09:00
Marius Hanl
c6da15fed7 Do not add child twice and set initial focus 2022-12-21 22:26:11 +01:00
reduz
e93d991329
Add a dialog for customizing FBX import
* If FBX files are found, a dialog will pop up asking to configure FBX2glTF.
* Dialog can also be accessed by going Editor -> Configure FBX Import.
* The dialog also shows a link to click to download the converter, which
  should contain instructions.
2022-12-18 01:08:54 +01:00
kobewi
ff994585b3 Add scope prefix to undo actions 2022-12-14 22:51:10 +01:00
clayjohn
5b5cd2b98b Remove high quality glow as it is not any higher quality than regular glow 2022-12-13 10:15:45 -08:00
kobewi
7c6b659bd7 Add PropertyInfo overload for GLOBAL_DEF 2022-12-11 21:36:48 +01:00
Markus Sauermann
e18107a57c Fix Determining Window for Touchscreen
DisplayServer::screen_is_touchscreen will likely never utilize its
parameter p_screen.
This PR replaces this function by DisplayServer::is_touchscreen_available()
with the same functionality.
This solves the problem, that a SubViewport was used for determining
the screen, which resulted in error messages.
2022-12-07 09:54:29 +01:00
kobewi
5d2a9a3570 Make remote inspector groups not foldable 2022-11-30 15:31:24 +01:00
Rémi Verschelde
5669834f82
Merge pull request #66995 from HolonProduction/main_window_bug
Fix a bug with main window `EditorPlugin`.
2022-11-29 16:50:03 +01:00
Rémi Verschelde
9d64a2e97b
Merge pull request #66194 from YeldhamDev/feature_fixes
Fix some stuff with the editor features
2022-11-29 16:47:26 +01:00
HolonProduction
1da0a12705 Solve a bug with main window plugins.
When removing a main window plugin the bindings of the main window buttons was not changed to reflect the changed indices.
2022-11-29 16:16:23 +01:00
trollodel
c90d0bd84f Use forward-declarations in big editor classes 2022-11-29 09:59:43 +01:00
Markus Sauermann
302ddbcfd9 Fix that the History Dock appears before other Docks in old projects
Newly introduced docks, that are not apparent in old projects should
be positioned after the ones in the project-config-file.
This way it seems to be less irritating.
2022-11-25 03:09:03 +01:00
Rémi Verschelde
e836284667
Merge pull request #69072 from souplamp/history-dock-check-connected
Add history dock to default editor layout, and prevent signal connecting multiple times
2022-11-24 19:04:10 +01:00
souplamp
51cf968e56 History dock singleton, set default editor layout, ready notification
- add the history dock to the default editor layout, so when a user does Editor -> Editor Layout -> Default the history dock will no longer disappear
- change the enter tree notification to a ready notification to prevent the history dock from trying to connect 'on_history_changed' signal everytime the dock is moved in the editor layout
2022-11-24 11:45:42 -06:00
Zae
4fdfc5176c [Editor] Fix float dock shows untranslated title. 2022-11-24 18:52:15 +08:00
Rémi Verschelde
a66fc4cf7e
Merge pull request #60686 from trollodel/move_editor_registration
Move editor class and plugin registrations to a dedicated file
2022-11-18 23:07:48 +01:00
trollodel
75177455d9 Move editor class and plugin registrations to a dedicated file 2022-11-18 08:02:08 +01:00
Rémi Verschelde
6d2a7cb46d
Merge pull request #68709 from MewPurPur/instance-begone-part3
Remove more instances of 'instance' being used as a verb
2022-11-16 14:41:42 +01:00
VolTer
3b4f5f8a04 Remove more instances of 'instance' being used as a verb 2022-11-16 14:01:53 +01:00
cespeute
4b00c2ec57 Add EditorInterface.get_selected_paths()
Exposes the selected paths in the editor filesystem dock.
Implements this proposal : https://github.com/godotengine/godot-proposals/issues/2424

Also renamed the old `get_selected_path` to `get_selected_directory` to
better match the already existing get_current_path function.
2022-11-14 22:46:27 +01:00
Fabio Alessandrelli
d568b25e36 [Editor] Better expose EditorDebuggerPlugin.
Now splitted into two classes:
- EditorDebuggerPlugin (RefCounted).
- EditorDebuggerSession (abstract).

This allows the EditorPlugin to be in control of the debugger plugin
lifecycle, be notified when sessions are created, and customize each of
them independently.

We should slowly transition the various profilers and captures in
ScriptEditorDebugger to their own plugins, and decouple
ScriptEditorDebugger from it's UI part (making it the "real"
EditorDebuggerSession potentially dropping the wrappers).
2022-11-14 14:55:22 +01:00
Michael Alexsander
441af72c6e Fix some stuff with the editor features 2022-11-12 21:09:19 -03:00
trollodel
ba9e619b51 Use forward-declarations in EditorPlugin where possible 2022-11-11 20:25:51 +01:00
kobewi
d9f066d5fa Remove duplicate project settings definitions 2022-11-08 01:29:39 +01:00
Rémi Verschelde
518b4bcc0d
Merge pull request #68342 from KoBeWi/Godot_museum't
Allow to disable History Dock via feature profile
2022-11-07 13:41:29 +01:00
kobewi
c89100e571 Allow to disable History Dock via feature profile 2022-11-07 13:06:59 +01:00
RedMser
f1743263d3 Fix disambiguate_filenames absolute paths on Unix
Also clean up relative path handling to use get_basename()
2022-11-06 16:34:59 +01:00
Rémi Verschelde
17497b1eb9
Merge pull request #65012 from KoBeWi/Godot_museum
Add history dock
2022-11-02 18:52:42 +01:00
Alfred Reinold Baudisch
07e367cb0b Cast dragged file extension name to lowercase, closes #68104 2022-11-01 09:48:09 +01:00
Rémi Verschelde
778ffce1e3
Merge pull request #62416 from Calinou/movie-maker-request-attention-on-finish
Request attention on the editor window when done recording a movie
2022-10-31 23:03:21 +01:00
Rémi Verschelde
5947f22be9
Merge pull request #67578 from KoBeWi/GEDITOR
Unify usage of GLOBAL/EDITOR_GET
2022-10-31 13:15:58 +01:00
Rémi Verschelde
f4f98c4ecb
Merge pull request #67055 from GuilhermeGSousa/custom-node-export
Added custom node export
2022-10-31 11:11:07 +01:00
Marc Gilleron
7543a5e014 Rename queue_delete => queue_free
# Conflicts:
#	editor/plugins/tiles/tiles_editor_plugin.cpp
2022-10-24 22:07:02 +01:00
kobewi
e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
Guilherme Sousa
5d06843fcf Added custom node export 2022-10-14 17:31:00 +02:00
kobewi
072f6feaba Make some Image methods static 2022-10-14 14:34:15 +02:00
Rémi Verschelde
736a2df437
Merge pull request #67244 from RandomShaper/split_render_further_2
Polish rendering driver refactor further (take 2)
2022-10-11 21:08:42 +02:00
Pedro J. Estébanez
f82deaa5b3 Polish rendering driver refactor further (take 2) 2022-10-11 19:06:55 +02:00
kobewi
a3661ad079 Remove editor dependencies from ColorPicker 2022-10-11 16:09:27 +02:00
Rémi Verschelde
3a2e749a10 Merge pull request #59382 from akien-mga/editor-acceptdialog-swap-cancel-ok
Add editor setting for AcceptDialog OK/Cancel buttons positioning
2022-10-11 12:34:04 +02:00
bruvzg
73430f292b
[macOS] Fix window button position and title bar size when editor scale do not match OS UI scale. 2022-10-10 10:32:41 +03:00
HolonProduction
301a8fd559 Fix a bug with moving dock left and right.
Fixes #67039

`get_index` counts internal children by default but `move_child` ignores them therefore `move_child` had no effect.

The call to `set_current_tab` is not needed anymore in Godot 4 since the current tab will change when calling `move_child`.
2022-10-07 19:15:20 +02:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Rémi Verschelde
9bb05de89f Add editor setting for AcceptDialog OK/Cancel buttons positioning
The position (left/right) of the Cancel and OK buttons in AcceptDialog
are DisplayServer specific, as Windows uses OK/Cancel and macOS uses Cancel/OK.

Linux/X11 currently uses the macOS convention which is also the GTK+/GNOME one,
though it's not consistent with Qt/KDE applications which follow the Windows
convention.

Since that can't satisfy everyone, it's best if it's configurable also for the
editor (it's already configurable for the project).

Fixes #59379.
2022-10-05 17:51:04 +02:00
Rémi Verschelde
b4157cd6ac Merge pull request #65857 from MinusKube/inherited-open-crash
Prevent unsaved inherited scenes from being detected as the 'placeholder' scene
2022-10-05 13:38:12 +02:00
Micky
ae5771e1b1 Rename remaining "Spatial" in Plugins to "Node3D"
For EditorNode3DGizmo:
- `get_spatial_node` -> `get_node_3d`
- `set_spatial_node` -> `set_node_3d`

For EditorPlugin:
- `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin`
- `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin`

Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
2022-10-04 16:27:29 +02:00
Rémi Verschelde
73f5683c34 Merge pull request #58049 from jmb462/fix-distraction-mode-docks-tab
Prevent docks to be reset to first tab when switching dock visibility
2022-09-28 00:16:08 +02:00
Hugo Locurcio
a98e2eb36f
Fix project run/stop buttons disappearing in the editor 2022-09-26 14:53:26 +02:00
Hugo Locurcio
74b324c434
Rename editor run/pause/stop shortcuts and tooltips for consistency
The new naming better suits non-game applications and is more explicit.
2022-09-25 20:17:58 +02:00
bruvzg
0dab11afa4
[macOS extend-to-title] Add scene/project name to the editor title, fix incorrect window button position/order when system primary language is RTL. 2022-09-22 23:09:56 +03:00
Rémi Verschelde
e82a237f99 Merge pull request #65934 from YuriSizov/editor-theme-big-thumb
Improve icon generation in the editor theme
2022-09-21 18:55:33 +02:00
Hugo Locurcio
375ea5558a
Fix error string referring to invalid metadata name in Movie Maker dialog 2022-09-20 14:53:19 +02:00
bruvzg
0ed4cc6287
[macOS] Add an option to align window buttons in "extend to title" mode. 2022-09-20 12:55:59 +03:00
Rémi Verschelde
7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
clayjohn
4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Rémi Verschelde
e5594c26b1
Merge pull request #44143 from KoBeWi/callable_multiplayer 2022-09-18 13:47:04 +02:00
Tomasz Chabora
882a4f8906 Port remaining connections to callable_mp 2022-09-18 13:08:54 +02:00
Rémi Verschelde
c6e5c76536 Merge pull request #65561 from ryburnj/inconsistent-cap-scene-file-name
Fix inconsistent scene file name casing
2022-09-18 10:49:00 +02:00
ryburnj
9d6af9323a Fix inconsistent scene file name casing by moving existing Name_Casing code to separate function in editor_node, and adding a call from both editor_node and scene_tree_dock. 2022-09-18 11:17:22 +10:00
kobewi
6cec00b099 Remove unused _clear_undo_history method 2022-09-17 21:03:04 +02:00
Yuri Sizov
02572f2c62 Improve icon generation in the editor theme 2022-09-16 23:34:01 +03:00
MinusKube
5f8293db54 Prevent unsaved inherited scenes from being detected as the 'placeholder' scene 2022-09-16 02:09:54 +02:00
Rémi Verschelde
85cd6960c6
Merge pull request #65494 from V-Sekai/fix_inspect_command_context 2022-09-14 14:44:03 +02:00
Fredia Huya-Kouadio
9d5e48f873 Disable menus and functionality that are not relevant on the Android Editor port 2022-09-13 20:48:33 -07:00
Rémi Verschelde
b52305351d
Merge pull request #64465 from TokageItLab/bind-after-gui-input
Bind `AfterGUIInput` to GDScript and update document
2022-09-10 20:01:48 +02:00
Rémi Verschelde
24ce46e2a1
Merge pull request #64938 from YuriSizov/editor-scaled-icons 2022-09-09 16:52:32 +02:00
Rémi Verschelde
7a317b1314
Merge pull request #65520 from V-Sekai/remote_objects_no_read_only 2022-09-09 09:08:42 +02:00
SaracenOne
3c2e7b38cd Remove read-only status from EditorDebuggerRemoteObject 2022-09-08 14:34:31 +01:00
Rémi Verschelde
05896cc579
Merge pull request #65504 from KoBeWi/close_before_saving 2022-09-08 13:17:34 +02:00
Silc Renew
3c7a5fd8ac bind AfterGUIInput 2022-09-08 20:02:48 +09:00
Rémi Verschelde
69233093d7 Merge pull request #65241 from bruvzg/no_keymap_ambiguity
Fix key mapping changes when moving from macOS to other platform.
2022-09-08 09:24:24 +02:00
Rémi Verschelde
7936b3cc4c Merge pull request #60108 from KoBeWi/arise_to_top
Rename raise() to move_to_front()
2022-09-08 09:23:31 +02:00
Rémi Verschelde
df5a356e6c Merge pull request #65501 from m4gr3d/fix_invalid_project_manager_path_main
Fix issue causing the project manager to crash because of missing path argument
2022-09-08 09:19:25 +02:00
kobewi
14266d8e66 Ask before closing with unsaved resources 2022-09-08 01:02:08 +02:00
Fredia Huya-Kouadio
cd544fd86b Fix issue causing the project manager to crash because of missing path argument
In the process, the initialization logic is updated to show an error message and gracefully close the engine when setup errors occur.
2022-09-07 14:21:34 -07:00
Yuri Sizov
817d4db21f Allow images to be imported "for editor use" and respect editor settings 2022-09-07 23:31:31 +03:00
bruvzg
6f4d233062
Fix key mapping changes when moving from macOS to other platform
Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
2022-09-07 18:45:35 +02:00
smix8
d7f75fab60 Remove / Replace old Navigation Debug Visualization
- removes / replaces leftovers from old navigation debug code
- cleanes SceneTree and ProjectSettings from old navigation debug
2022-09-07 18:30:35 +02:00
Rémi Verschelde
2b6e043491 Merge pull request #58617 from KoBeWi/custom_something
Improve handling of custom types
2022-09-07 17:54:17 +02:00
SaracenOne
1e99c13de2 In inspector, show 'edit' button instead of 'inspect' when resource is part of an editable scene. 2022-09-07 10:14:06 +01:00
Rémi Verschelde
61644f1dbe Merge pull request #65447 from Faless/net/4.x_ssl_to_tls
[Net] Rename StreamPeerSSL to StreamPeerTLS.
2022-09-07 09:19:46 +02:00
Fabio Alessandrelli
528e791a5f [Net] Rename StreamPeerSSL to StreamPeerTLS.
SSL has been deprectated almost 10 years ago.
2022-09-07 07:38:50 +02:00
Yuri Sizov
1459507ed2 Rename EditorInterface.get_editor_main_control to get_editor_main_screen 2022-09-07 03:01:58 +03:00
kobewi
b218727599 Rename raise() to move_to_front() 2022-09-06 22:13:06 +02:00
kobewi
a3309215c2 Improve handling of custom types 2022-09-05 23:08:28 +02:00
FireForge
6e8dc5130d Various editor UI fixes (bottom panel corner radius and scene tab bar)
- Fix top corners of bottom panel not having rounded corners
- Fix scene tab bar background expanding vertically by corner radius
- Remove two unneccesary theme items from the editor theme:
	- EditorStyles/SceneTabFG
	- EditorStyles/SceneTabBG
- Remove an instance where the scene TabBar was having its styleboxes overriden to the default value, which has no effect.
2022-09-05 15:11:57 -05:00
kobewi
78ad5e4305 Remove middle click shortcut to open scene tab 2022-09-04 00:50:17 +02:00
Rémi Verschelde
c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +02:00
Rémi Verschelde
2e0cffdb6f Merge pull request #63479 from DarkKilauea/nav-link 2022-09-01 23:44:22 +02:00
Rémi Verschelde
181019cea5 Merge pull request #65135 from reduz/export-customization-plugins 2022-09-01 23:43:39 +02:00
Rémi Verschelde
027415312e
Merge pull request #65132 from bruvzg/global_menu_shortcuts_context 2022-09-01 17:02:04 +02:00
Juan Linietsky
ef17c4668a Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.

This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.

This is a draft, feedback is very welcome.
2022-09-01 11:16:00 +02:00
Yuri Rubinsky
8191b3c110 Rename uniform to parameter across the engine 2022-09-01 11:42:57 +03:00
bruvzg
b85a4c5d79
[macOS] Handle accelerator and click events of the global menu items separately. 2022-09-01 08:13:56 +03:00
clayjohn
385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
RedMser
96bdcfd447 Fix #65122: disambiguate_filenames freeze 2022-08-31 13:36:47 +02:00
Rémi Verschelde
36a5160ad7
Merge pull request #62157 from ChronicallySerious/front-port-vcs-plugin
VCS: Port Godot 3.5's VCS features to GDExtension
2022-08-31 07:38:42 +02:00
Rémi Verschelde
292b94b97c
Merge pull request #65089 from YuriSizov/editor-launch-bar-with-style
Improve style and add contextual highlight to the editor launch pad
2022-08-30 21:18:41 +02:00
Twarit Waikar
a62b0ec904 VCS: Improve VCS UI/UX by QoL changes
The editor will now use the project path i.e. the place where the root of
the repo is supposed to be according to the user. This project path is
also sent into the plugin and so out-of-directory asset folders can also be
maintained this way.
2022-08-31 00:27:08 +05:30
Rémi Verschelde
de5f13e935
Merge pull request #63552 from RedMser/file-dialog-disambiguate
EditorFileDialog: disambiguate recent/favorite items
2022-08-30 20:24:38 +02:00
Rémi Verschelde
e27b61d291
Merge pull request #65042 from YuriSizov/editor-docks-tabbar-bg 2022-08-30 18:53:54 +02:00
RedMser
a401c4e6ac EditorFileDialog: disambiguate recent/favorite items
Similar to script editor, if two folders have the same name, they will
now get a more descriptive name in the item list.
2022-08-30 17:18:47 +02:00
Yuri Sizov
a462d6e402 Improve style and add contextual highlight to the editor launch pad 2022-08-30 18:10:45 +03:00
Rémi Verschelde
02d510bd07
Merge pull request #63003 from Geometror/msaa-2d 2022-08-30 14:54:20 +02:00
Rémi Verschelde
ae349d8227
Merge pull request #64377 from Mickeon/rename-canvas-redraw
Rename `CanvasItem.update()` to `queue_redraw()`
2022-08-30 14:47:41 +02:00
Danil Alexeev
d4555ef5fb
Add String.to_{camel,pascal,snake}_case methods 2022-08-30 12:36:24 +03:00
Aaron Franke
10a56981dc
Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
Yuri Sizov
8b196be855 Add background to TabContainer's tabbar and editor docks 2022-08-29 23:43:32 +03:00
Micky
e31bb5ffeb Rename CanvasItem.update() to queue_redraw()
Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on.

Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency.

Just a few comments have also been changed to say "redraw".

In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
2022-08-29 14:59:47 +02:00
kobewi
f42cd7f83f Add history dock 2022-08-29 04:29:22 +02:00
Rémi Verschelde
006915b482
Merge pull request #64961 from faisal-alam09/Bugfix-#64836-Placeholder-scene-tab-not-removed-when-new-scene-created
Added a placeholder tab check before creating a new scene.
2022-08-28 18:06:44 +02:00
faisal-alam09
ed54a7be3d Added a placeholder tab check before creating a new scene. 2022-08-28 01:11:48 +05:30
Josh Jones
3dd59013f4 Added node for Navigation links 2022-08-26 22:05:15 -07:00
Micky
ef5b9a06a9 Rename hint_tooltip to tooltip_text & setget
`hint_tooltip` -> `tooltip_text`
`set_tooltip` -> `set_tooltip_text`
`_get_tooltip` -> `get_tooltip_text`

Updates documentation, too.
2022-08-27 01:35:01 +02:00
bruvzg
bc4ba6cb78
[macOS] Extend editor contents to the window titlebar for better space usage. 2022-08-26 15:12:43 +03:00
Rémi Verschelde
9f48db16c2
Merge pull request #58665 from KoBeWi/run_current_forever
Improve scene playing and reloading
2022-08-26 10:36:05 +02:00
Micky
723bf85145 Rename ParticlesMaterial to ParticleProcessMaterial
Also affects their file names, related classes and documentation.
2022-08-26 02:53:08 +02:00
kobewi
8328fb56f4 Improve scene playing and reloading 2022-08-25 21:54:25 +02:00
Yuri Sizov
c78cbb523f Extract editor color map and simplify SVG color conversion 2022-08-24 15:59:14 +03:00
SaracenOne
dd814a0dca Disable editing properties in foreign resources
from imported scenes or objects returning
true from a function named '_is_read_only' and
disable resaving imported resources.
2022-08-23 23:16:13 +01:00
Rémi Verschelde
b8a64313f0
Merge pull request #59564 from KoBeWi/FINALLY,_ULTIMATE_UNDO_REDO 2022-08-22 22:37:33 +02:00
Rémi Verschelde
7c85c4a27e
Merge pull request #64374 from RandomShaper/inheritable_cl_args 2022-08-22 21:48:28 +02:00
kobewi
ece3df3938 Add per-scene UndoRedo 2022-08-22 18:05:10 +02:00
Juan Linietsky
a3936adb29 Add Startup benchmarking support
This adds support for benchmarking engine startup (and editor startup if used).
The goal is to use this in the benchmarking server to track improvements and changes to engine, editor, importer and scene loading startup times.
2022-08-19 14:21:43 +02:00
Pedro J. Estébanez
e886d662ec Overhaul CLI argument forwarding to processes started by the editor 2022-08-19 11:15:56 +02:00
Max Hilbrunner
420a8c888e
Merge pull request #63950 from bruvzg/menu_bar3
Implement MenuBar control to wrap Popup menus or native menu, use native menu for editor.
2022-08-19 01:24:24 +02:00
Clay John
d60db2dba8
Merge pull request #64468 from aaronfranke/editor-prop-visual-shader-mode
Rename `EditorPropertyShaderMode` to `EditorPropertyVisualShaderMode`
2022-08-18 14:14:12 -06:00
bruvzg
8c56a7416b
Implement MenuBar control to wrap PopupMenus or native menu, use native menu for editor. 2022-08-18 22:25:44 +03:00
Yuri Sizov
9bb6cc591c
Merge pull request #62298 from Diddykonga/select_current_save
[Editor]: Allow `Select Current` to Save Scenes
2022-08-18 22:11:22 +03:00
Aaron Franke
4396f03b70
Rename EditorPropertyShaderMode to EditorPropertyVisualShaderMode 2022-08-15 14:39:53 -05:00
Hendrik Brucker
e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
Rémi Verschelde
d100c2d59f
Merge pull request #63776 from fire-forge/shapecast2d
Add ShapeCast2D editor handle and improve debug drawing
2022-08-06 00:27:41 +02:00
Rémi Verschelde
2d372d9e10
Merge pull request #56442 from PucklaMotzer09/remap_files_moved 2022-08-03 16:57:26 +02:00
PucklaMotzer09
b32b570d7a Show dependency warning when removing remaps and fallback if translation
remap does not exist
2022-08-03 12:31:29 +02:00
Hugo Locurcio
813bfe00f3
Don't replace RootMotionView with Node in a running project
This behavior was inconsistent with other editor-only nodes such as
Position3D, Position2D and ReferenceRect. It also caused issues when
a script extended RootMotionView as it ceased to work when the project
was run.
2022-08-03 02:48:02 +02:00
PucklaMotzer09
897d02e2a0 Change translation remaps if files are moved 2022-08-02 12:36:40 +02:00
Alfred R. Baudisch
eaaedb24a3 Display sub-plugins when Stay in Script Editor is On
Currently, with stay_in_script_editor_on_node_selected as On, inspector_only is forcibly set, and no editors from the node selected are displayed.

With this change, if the selected Node has a Main Editor, it's still not shown (the intended behaviour of the feature), but the sub-editors are shown, this correctly opens the AnimationPlayerEditor plugin and other sub-plugins.

Fixes and closes #63621.
2022-08-02 09:51:44 +02:00
FireForge
7cfa9ae539 Improve ShapeCast2D editor and debug drawing
- Rename RayCast2DEditorPlugin to Cast2DEditorPlugin and make it also support editing ShapeCast2D.
- Apply RayCast2D debug drawing improvements from #46675 to ShapeCast2D.
2022-07-31 17:47:36 -05:00
Yuri Sizov
9f55bd971e Extract EditorResourceConversionPlugin into its own source files and clean up editor includes 2022-07-31 21:14:15 +03:00
Hugo Locurcio
4b478c2854
Use a PackedStringArray for the "open in new inspector" editor setting
This is safer and provides a more convenient array editor for users.
2022-07-30 21:00:22 +02:00
kobewi
c3606cb5f3 Swap arguments of ResourceSaver.save() 2022-07-29 19:53:09 +02:00
Rémi Verschelde
ba3734e69a
Merge pull request #63603 from aaronfranke/editor-paths
Move editor paths into the EditorPaths class
2022-07-29 19:31:59 +02:00
Rémi Verschelde
7199314eb3
Merge pull request #63595 from reduz/remove-signal-connect-binds
Remove Signal connect binds
2022-07-29 18:10:39 +02:00
Aaron Franke
ac870ab1c8
Move editor paths into the EditorPaths class 2022-07-29 11:07:30 -05:00
Juan Linietsky
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Rémi Verschelde
8b454f8b41
Merge pull request #62601 from smix8/navigation_3d_debug_4.x 2022-07-29 12:29:32 +02:00
smix8
c394ea518e Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
2022-07-29 09:58:41 +02:00
Rémi Verschelde
14d021287b
Merge pull request #63049 from Faless/mp/4.x_as_module 2022-07-28 20:46:31 +02:00
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Rémi Verschelde
f3fbb157ca
Merge pull request #63121 from aaronfranke/editor-export-split 2022-07-27 11:19:40 +02:00
Pedro J. Estébanez
116f03a1b6 Keep crash handler status on editor restart 2022-07-26 19:07:06 +02:00
Aaron Franke
006e5f28d5
Move project export and export template manager into export folder 2022-07-26 08:28:29 -05:00
Aaron Franke
e53ae13178
Split up editor export code into multiple files 2022-07-26 08:28:19 -05:00
Rémi Verschelde
1d9e1ac143
Merge pull request #63344 from alfredbaudisch/feature-select-node-toggle-inspector-only 2022-07-26 10:27:31 +02:00
Fabio Alessandrelli
ca7d572908 [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
2022-07-26 09:31:12 +02:00
Alfred R. Baudisch
c4433c3793 When selecting Nodes in the Scene Tree, if the current EditorPlugin is "Script" and if text_editor/behavior/navigation/stay_in_script_editor_on_node_selected is true, force inspector_only in order to not switch the EditorPlugin to the Node's main plugin. 2022-07-25 17:37:03 +02:00
Rémi Verschelde
679633f505
Merge pull request #63368 from akien-mga/fix_header_guards
Code quality: Fix header guards consistency
2022-07-25 14:50:38 +02:00
Rémi Verschelde
d995f127a7
Merge pull request #62907 from bruvzg/warn_exit_code 2022-07-25 11:30:45 +02:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
Rémi Verschelde
a5bc65bbad
Merge pull request #63265 from reduz/stream-bpm-support
Implement BPM support in AudioStream files.
2022-07-23 11:21:14 +02:00
reduz
d1ddee2258 Implement BPM support
Based on #62896, only implements the BPM support part.

* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
2022-07-23 07:31:17 +02:00
Rémi Verschelde
e5df1e65f9
Merge pull request #62581 from Guh-Feng/Color-Picker-Update 2022-07-22 23:46:27 +02:00
Rémi Verschelde
653f95282c
Merge pull request #62996 from reduz/feature-build-profiles 2022-07-22 12:50:20 +02:00
reduz
6236a688b7 Implement Feature Build Profiles
This PR is a continuation of #50381 (which was implemented exactly a year ago!)

* Add a visual interface to select which classes should not be built into Godot (well, they are built if something else uses them, but if not used the optimizer will remove them out).
* Add a detection system to scan the project and figure out the actual classes used.
* Added the ability for SCons to load build profiles.

Obligatory Screen:

A simple test with a couple of nodes in the scene resulted in a 25% reduction for the final binary size

TODO:

* Script languages need to implement used class detection (left for another PR).
* Options to disable servers or server functionalities (like 2D or 3D physics, navigation, etc). Are missing, that should also greatly aid in reducing binary size.
* Options to disable some modules would be desired.
* More options to disable drivers (OpenGL, Vulkan, etc) would be desired.

In general this PR is a starting point for more contributors to improve and enhance this functionality.
2022-07-22 10:53:23 +02:00
Guh-Feng
1b8652e86a Color Pickers Respect Settings
Updated editor_node with function that sets up color pickers throughout Godot to respect editor's settings.
2022-07-21 18:11:09 -04:00
FireForge
97dfbea6ad Rename Control PRESET_WIDE to PRESET_FULL_RECT 2022-07-18 20:08:11 -05:00
Aaron Franke
94779c9e30
Alphabetize editor plugins and move 2D plugins to their own section 2022-07-16 17:34:33 -05:00
Rémi Verschelde
5fec0d232a
Merge pull request #58763 from Calinou/editor-fix-default-float-step 2022-07-14 00:21:33 +02:00
Rémi Verschelde
41dda3bea0
Merge pull request #62919 from MinusKube/dock-layout-save-bug 2022-07-14 00:12:10 +02:00
Hugo Locurcio
21ea1c3835
Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.

Shadow atlas settings now contain the word "atlas" for easier searching.

Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
2022-07-13 19:56:02 +02:00
Rémi Verschelde
b942c1ffe3
Merge pull request #62827 from fire-forge/ok-cancel
Add `ok_button_text` to AcceptDialog and `cancel_button_text` to ConfirmationDialog
2022-07-13 14:10:38 +02:00
MinusKube
b634688fca Fix editor dock layout not saving correctly 2022-07-11 20:57:47 +02:00
Hugo Locurcio
75f7e1fbf8
Fix some properties having an invalid float step of 0
This also clamps the float step in the editor to the lowest value
that is guaranteed to work in all situations (including for 32-bit
floats).
2022-07-10 22:56:59 +02:00
bruvzg
d02bf7584a
[Command line export] return 0 exit code when export is finished with warnings. 2022-07-10 23:39:16 +03:00
FireForge
af19501cc7 Seperate filter and description in FileDialog.add_filter() 2022-07-09 10:51:45 -05:00
FireForge
e4067064ce Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialog 2022-07-09 10:47:08 -05:00
Rémi Verschelde
d26442e709
Merge pull request #60739 from KoBeWi/add_static_methods_everywhere!! 2022-07-08 16:50:47 +02:00
Rémi Verschelde
dc86bce306 AssetLib: Only notify when unavailable in verbose mode 2022-07-08 15:25:54 +02:00
Rémi Verschelde
d479eba7b4
Merge pull request #62405 from YeldhamDev/movie_maker_stuff
Clean and fix the Movie Maker button
2022-07-08 14:42:34 +02:00
kobewi
d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
Rémi Verschelde
7d3ff927de
Merge pull request #62075 from Vitika9/gsoc-colorpicker 2022-07-08 09:06:47 +02:00
Vitika9
0011d93c81 ColorPicker Refactor 2022-07-06 22:11:43 +05:30
bruvzg
344ba0ffaf
Refactor Font configuration and import UI, and Font resources. 2022-07-06 14:12:36 +03:00
Rémi Verschelde
a2459c7d35
Merge pull request #61610 from TokageItLab/importer-retarget-registered-gdhumanoid 2022-07-02 00:17:21 +02:00
Silc Renew
dc43cfc830 implement bone renamer in importer 2022-07-01 03:55:28 +09:00
Fabio Alessandrelli
0e504e4191 [AssetLib] Fix crash in Web editor.
Add EditorAssetLibrary::is_available which always returns false in the
Web editor and use it in EditorNode for detection.
2022-06-30 01:26:08 +02:00
Voylin
c6291bcd8a Adding print_rich for printing with BBCode 2022-06-29 00:41:29 +09:00
Rémi Verschelde
bbca1d6530 Fixup #62318 after ResourceCache changes 2022-06-27 14:02:21 +02:00
Rémi Verschelde
09c584990c
Merge pull request #62318 from reduz/simplify-subresource-saving
Simplify Subresource Saving
2022-06-27 13:50:49 +02:00
Hugo Locurcio
ca7e92ed39
Request attention on the editor window when done recording a movie
Recording a movie can take a long time, so the user may not be
paying attention to the editor while leaving a movie rendering
in the background.

This also allows editor plugins to access the state of Movie Maker mode
within the editor (and set it).
2022-06-26 02:26:38 +02:00
Michael Alexsander
793810938e Clean and fix the Movie Maker button 2022-06-25 18:14:19 -03:00
Rémi Verschelde
b192073001
Merge pull request #62309 from reduz/remake-resource-thread-safety
Remake ResourceCache thread safety code and API
2022-06-25 14:09:28 +02:00
reduz
9eb5f2a0d7 Simplify Subresource Saving
Redo edited subresource (and resource) saving in a much more simplified way.
I think this should work (unless I am missing something) and be faster than what is there.
It should also supersede #55885.

I am not 100% entirely convinced that this approach works, but I think it should so please test.
2022-06-23 21:25:20 +02:00
Marius Hanl
3b20b9d32a Update the window title when the project settings were changed or when the unsaved cache was changed (either by editing something or by saving)
This makes sure that:
1.) The title is always up-to-date with project settings
2.) The title always reflects the changes made in the editor by showing or hiding the '(*)'
2022-06-22 23:53:52 +02:00
reduz
e772b65d92 Remake resource thread safety and API
* Ensures thread safety when resources are destroyed.
* Simplified API by always forcing `ResourceCache::get_ref`, which needs less hacks and is fully thread safe.
* Removed RWLock for resources because its not possible to use for the new logic. Should not be a problem.

Supersedes #57533
2022-06-22 13:46:46 +02:00
Diddykonga
0672711b29 [Editor]: Allow Select Current to Save Scenes
[Editor]: Change `Select Current` to Save scenes before attempting to Run them.
2022-06-21 23:07:35 -05:00
Rémi Verschelde
40c360b870
Merge pull request #62122 from reduz/implement-movie-writer
Implement a Movie Maker mode
2022-06-21 14:24:14 +02:00
reduz
5786516d4d Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.

This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).

**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).

Usage:

$ godot --write-movie movie.avi [scene_file.tscn]

Missing:

* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-21 11:28:47 +02:00
Rémi Verschelde
0aa85f4ff8
Merge pull request #62252 from Maran23/project-window-title-rename-fix
Update project window title when a project setting was changed
2022-06-20 23:19:14 +02:00
Marius Hanl
9f2d1b5cf0 Update project window title when a project setting was changed
Before this fix the title was just updated when we make the first change in the project settings. Now we always update the window title as it may be changed in the meantime when a project setting is changed (e.g. the app name (application/config/name)).
2022-06-20 21:57:50 +02:00
Rémi Verschelde
b4804a2d3f
Merge pull request #61459 from reduz/new-shader-editor 2022-06-20 15:27:16 +02:00
cow-neaz
8935cf17cf Stop game on reloading project 2022-06-17 03:20:37 +03:00
Rémi Verschelde
ac9cfd0c2d
Merge pull request #61820 from pfertyk/issue-61604-is-plugin-enabled-by-name 2022-06-16 09:59:07 +02:00
Hugo Locurcio
c178cfef8e
Mark some common project settings as basic 2022-06-12 19:50:14 +02:00
Paweł Fertyk
725eb629b3 Allow plugin name in is_plugin_enabled
Fixes #61604.
2022-06-09 18:42:32 +02:00
bruvzg
e00571b194
Add readable export errors. 2022-06-08 17:55:46 +03:00
K. S. Ernest (iFire) Lee
1b776a6e7a Allow picking similar colours using OKHSL. 2022-06-07 05:53:27 -07:00
reduz
73c102f272 Redo the shader editor
* Shader editor is permanent (no longer transient).
* Can edit multiple files at the same time.

Likely fixes many usability issues (please lend me a hand Bugsquad team to identify them).
2022-05-28 11:03:16 +02:00
Rémi Verschelde
42b48496de HTML5: Always disable Asset Library
GitHub doesn't allow CORS so we can't download assets from it.

There'd also be more work needed for the Asset Library plugin to be
usable in the Web editor even if that was supported.
2022-05-25 14:19:46 +02:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Aaron Record
900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
jmb462
d047504601 Prevent docks to be reset to first tab when switching dock visibility 2022-05-16 20:24:58 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Rémi Verschelde
6d5d9dd82a
Merge pull request #61016 from macjuul/mono-script-editor-fix
Fix script editor opening when external editor is configured for C#
2022-05-14 09:19:32 +02:00
Julian Mills
77f23a3023 Fix script editor opening when external editor is configured 2022-05-14 01:27:01 +02:00
clayjohn
652adcd5bf Basic 3D rendering 2022-05-12 10:37:27 -07:00
kobewi
1dc7bcc83c Cleanup metadata usage 2022-05-06 00:27:10 +02:00
Rémi Verschelde
71e41eb395
Merge pull request #60597 from reduz/missing-node-resource-placeholders 2022-05-05 15:57:50 +02:00
kobewi
3f50dad460 Cache script icons in editor 2022-05-05 14:27:29 +02:00
Rémi Verschelde
84f64ddde9
Merge pull request #60723 from reduz/refactor-module-initialization 2022-05-04 19:08:43 +02:00
reduz
de0ca3b999 Refactor module initialization
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
2022-05-04 17:34:51 +02:00
reduz
0a57f964a3 Implement missing Node & Resource placeholders
Implemented by request of @neikeq to advance in the GDExtension version of Mono.

* If a Resource type is missing upon load, it will be remembered together with its data (Unless manually overriden).
* If a Node type is missing upon load, it will be also be remembered together with its data (unless deleted).

This feature makes working with GDExtension much easier, as it ensures that missing types no longer cause data loss.
2022-05-03 17:08:09 +02:00
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Rémi Verschelde
c273ddc3ee Style: Partially apply clang-tidy's cppcoreguidelines-pro-type-member-init
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
Haoyu Qiu
ba90778f1c Load fallback icon for custom class when no icon available 2022-04-29 09:40:20 +08:00
Rémi Verschelde
d22850234c
Merge pull request #59393 from techiepriyansh/move-gltf-export-under-scene-menu 2022-04-27 11:51:49 +02:00
Rémi Verschelde
676f9d39ed
Merge pull request #60535 from timothyqiu/class-name-icon
Fix custom class icon when it inherits from a script
2022-04-27 08:05:38 +02:00
Haoyu Qiu
8960b990ec Fix custom class icon when it inherits from a script 2022-04-27 10:02:21 +08:00
FireForge
fb1d4be7bd Add RayCast2D target_position editor handle 2022-04-26 15:14:35 -05:00
Rémi Verschelde
e8cca501fe
Merge pull request #60395 from Geometror/editor-gradient-preview-plugin 2022-04-26 12:22:07 +02:00
Rémi Verschelde
948f4e3fbd
Merge pull request #60008 from fire-forge/bitmap-preview 2022-04-26 12:20:07 +02:00
Rémi Verschelde
02bb8e948f
Merge pull request #60261 from fire-forge/theme-prop-renames 2022-04-25 16:20:19 +02:00
Hugo Locurcio
5626d026d8
Add an external link editor icon
This replaces the existing "chainlink" instance icon that was
used for external links. That icon is still used for scene instancing.

The icon was designed by redlamp.

Co-authored-by: Taylor Wright <taylor@redlamp.org>
2022-04-24 17:26:29 +02:00
FireForge
3073b85de9 Rename theme properties to include underscores
- check_vadjust -> check_v_adjust
- close_h_ofs -> close_h_offset
- close_v_ofs -> close_v_offset
- commentfocus -> comment_focus
- hseparation -> h_separation
- ofs -> offset
- selectedframe -> selected_frame
- state_machine_selectedframe -> state_machine_selected_frame
- table_hseparation -> table_h_separation
- table_vseparation -> table_v_separation
- vseparation -> v_separation
2022-04-23 11:16:18 -05:00
FireForge
1f60584970 Add an inspector preview for BitMap 2022-04-20 22:20:31 -05:00
Hendrik Brucker
a93834c819 Add gradient resource preview generator 2022-04-21 00:08:35 +02:00
reduz
66009318e0 Import scenes as AnimationLibrary
Added the ability to import scenes as AnimationLibrary

* Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296
* Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes.
* Helps if you simply want to have animations using a dummy model, which can be shared across multiple models.

Creates a secondary scene importer used only for animations.

**NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
2022-04-13 15:06:56 +02:00
Priyansh Rathi
0ea7780e33
move gltf export under scene menu 2022-04-12 19:42:41 +05:30
Rémi Verschelde
5613ac37d6
Merge pull request #59440 from bruvzg/fd_ref_counted 2022-04-11 14:12:18 +02:00
Rémi Verschelde
2ec68599a4
Merge pull request #60111 from KoBeWi/the_files_have_landed 2022-04-11 12:52:51 +02:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
Haoyu Qiu
35d0878139 Localize unnamed project name in editor window title 2022-04-11 12:50:10 +08:00
kobewi
63de41b996 Improvements to files_dropped signal 2022-04-11 00:37:06 +02:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
bruvzg
d1207a0504
[Input] Add extra shortcut_input input processing step to process Unicode character input with Alt / Ctrl modifiers, after processing of shortcuts. 2022-04-05 13:46:45 +03:00
reduz
e32215fbad Add Blender install autodetection and configuration.
This PR is a continuation to #54886

* Changed Blender path editor setting from binary to installation.
* Add a class to query whether the format is supported.
* This class allows to create proper editors to configure support.

**NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2022-04-01 11:01:12 +02:00
Rémi Verschelde
b7850bb1e8
Merge pull request #58395 from Geometror/editor-node-data-cleanup 2022-03-30 23:41:36 +02:00
Hendrik Brucker
314430b868 Cleanup EditorNode and EditorData
Co-authored-by: Eric M <itsjusteza@gmail.com>
2022-03-30 20:12:26 +02:00
reduz
45f74ceb85 Add PortableCompressedTexture
* Resource that allows saving textures embedded in scenes or standalone.
* Supports only formats that are portable: Lossy, Lossles or BasisUniversal

This is something I wanted to add for a long time. I made it now because @fire
requires it for importing GLTF2 files with embedded textures, but also this
will allow saving Godot scenes as standalone binary files that will run
in all platforms (because textures will load everywhere).

This is ideal when you want to distribute individual standalone assets online
in games that can be built from Godot scenes.
2022-03-30 10:39:41 +02:00