Commit graph

167 commits

Author SHA1 Message Date
Aaron Franke
6565191660
Allow setting the preview sun angle with numbers 2021-06-17 23:28:02 -04:00
reduz
ab2456b740 Rename VisibilityNotifierXD to VisibleOnScreenNotifierXD
* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
2021-06-16 22:01:39 -03:00
Rémi Verschelde
272a16d8ce
Merge pull request #49667 from Riteo/remove-grid-map-lock-view
Remove GridMap's "Lock View" option and a related method.
2021-06-17 01:03:17 +02:00
Riteo Siuga
7cb3476a1c
Remove GridMap's "Lock View" option and a related method.
Apparently this feature utilized a completely commented out 7+ years old
method, effectively doing nothing. Since it was designed with a completely
different editor design in mind it is pretty much incompatible and as such
it's best to remove it for now.
2021-06-16 04:14:37 +02:00
Rémi Verschelde
acdcd37ad2
Merge pull request #49003 from Calinou/editor-freelook-fix-redrawing-when-not-moving
Fix editor constantly redrawing when freelook is active with still camera
2021-06-15 16:27:08 +02:00
Rémi Verschelde
9f8d892e4e
Merge pull request #49310 from foxydevloper/add-drag-threshold-select-mode
Prevent accidental drags by adding drag distance threshold
2021-06-15 15:34:28 +02:00
Rémi Verschelde
6d98f84abb
Merge pull request #48746 from KoBeWi/bane_of_all_virtual_compatibility
Consistently prefix bound virtual methods with _
2021-06-12 23:00:40 +02:00
Hugo Locurcio
d1c5dd5b68
Fix game camera override tooltips being swapped
Previously, the wrong tooltip was shown.

This also tweaks the tooltips' texts to be clearer and remove
references to "game" (since Godot is used for more than just games).
2021-06-12 19:39:34 +02:00
kobewi
7ff135b015 Consistently prefix bound virtual methods with _ 2021-06-12 00:55:52 +02:00
reduz
32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
fox
00a4ee5cf3 Add threshold to dragging nodes with select to prevent accidental drags 2021-06-04 11:39:46 -04:00
Marcel Admiraal
a6e44bd16c Rename Node3D's property translation to position 2021-06-04 09:54:52 +01:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Hugo Locurcio
21807f8d88
Fix editor constantly redrawing when freelook is active with still camera
The editor only needs to redraw when the camera is moving.

This helps preserver battery life on laptops when using freelook,
especially with the toggle mode (Shift + F).
2021-05-23 19:50:53 +02:00
jfons
e70e33ddcf Fix swapped front/rear directions in viewport rotation control. 2021-05-20 16:28:38 +02:00
Lightning_A
97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Hugo Locurcio
60b70c77e0
Improve the editor theme
The editor theme now makes use of rounded corners and less borders
to follow modern visual trends.

The default theme's colors were also tweaked to make the blue hue
more subtle (similar to the Arc theme, which was removed as a
consequence). The Alien theme was replaced by a Breeze Dark theme,
which should blend in well with the KDE theme.
2021-04-27 22:38:26 +02:00
jfons
4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
Rémi Verschelde
2e87857d75
Merge pull request #47629 from Calinou/editor-allow-center-selection-without-selection
Allow Center Selection to work without any selection in 2D/3D editors
2021-04-16 12:47:47 +02:00
Haoyu Qiu
c8a40c8005 Fix 3D selection box size for Node3D 2021-04-11 15:15:52 +08:00
Aaron Franke
b8f66d58b6
Show a message when trying to zoom farther than the limit 2021-04-09 11:21:09 -04:00
Rémi Verschelde
8ca8868ef9
Merge pull request #47733 from Calinou/editor-tweak-frame-time-display
Tweak frame time display in the editor
2021-04-09 15:37:02 +02:00
Hugo Locurcio
88518d28ba
Tweak frame time display in the editor
- Pad decimal values to avoid layout shifts when the frame time
  changes.
- Cap values to 0.01 milliseconds to avoid division by zero
  in the FPS counter.
2021-04-09 14:58:24 +02:00
Haoyu Qiu
879a290ed9 Fixes Node3D rotation in select mode on macOS 2021-04-09 12:31:26 +08:00
Rémi Verschelde
77dc4c3cb6
Merge pull request #47636 from qarmin/input
Fix crashes in *_input functions
2021-04-05 11:54:08 +02:00
Rafał Mikrut
504bc5cc67 Fix crashes in *_input functions 2021-04-05 08:52:21 +02:00
Hugo Locurcio
fc055e1993
Allow Center Selection to work without any selection in 2D/3D editors
When there is no selection, the camera will center around the
world origin.

This helps people get back to the world center if they haven't added
any nodes yet.
2021-04-04 19:58:46 +02:00
megalobyte
d0f3817876 Use double when setting the default step size
Casting it as a float was causing issues with the progress bar
2021-03-31 22:28:08 -07:00
Rémi Verschelde
6b25c94bd6
Merge pull request #47519 from AndreaCatania/AndreaCatania-patch-4
Fixes editor crash on closing
2021-03-31 12:47:25 +02:00
AndreaCatania
79f55fcded Fixes editor crash on closing
Fixes editor crash when the gizmo is destroyed and the `SceneTree` is already freed.
2021-03-31 11:53:32 +02:00
Aaron Franke
10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
Hugo Locurcio
3472c3f6ea
Tweak the 3D editor grid default to not go below subdivisions of 1 meter
Small subdivisions aren't useful that often and make it difficult for
people to get a sense of scale in 3D.
2021-03-21 00:41:12 +01:00
jmb462
31077d875e Fix hardcoded Maya style navigation pan key modifier
ALT key modifier was hardcoded is node_3d_editor_plugin.cpp and didn't take editor settings into account.

Fix #46973
2021-03-13 20:45:14 +01:00
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
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
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
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
Tom Langwaldt
f995d6cd17
Fix swapped front/rear view 2021-02-02 19:44:38 +01:00
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
Hugo Locurcio
85ed695836
Add viewport resolution to the 3D editor's View Information pane 2021-01-31 00:21:36 +01:00
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
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
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