-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
- Refresh tha tab automatically when switching to it.
- Disable the Refresh button if no project is currently being debugged.
- Scale the column widths on hiDPI displays.
- Rename the tab from "Video Mem" to "Video RAM" for consistency.
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
Changed to MarginContainer to enforce debugger tabs minimum size on the parent, avoids overlapping controls with Profiler and Network Profiler tabs.
Fixes#20837
Implemented uniform API in Viewport class to override 2D and/or
3D camera.
Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.
Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.
Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
This was removed by @RyanStein in #21884 in the case where an error
message is provided, but this is actually useful information to have
even when there is a custom error message.
This PR makes it so that the "C++ Error" is shown whenever there is
a custom error message provided.
Also adds method name to the error item title, and re-adds the most
relevant info in the tooltip for quick error checks without expanding.
Renames C Error/Source to C++ Error/Source, since that's what it is.
And fix untranslatable entry due to misuse of TTR().
And some more cleanup for readability.
Cf. https://github.com/godotengine/godot/issues/32276#issuecomment-534119914
- Display the shortcut in the button tooltips by defining the shortcut
on the buttons as well.
- Swap "Step Over" and "Step Into" in the Debug menu to match the button
order in the Debugger bottom panel.
This fades out messages originating from the editor to make messages
printed by the project stand out more.
This also tweaks wording in some editor messages for consistency.
Resolves: #30731
When you stop debugging... if you were inspecting a remote node, partial information about the remote node remained in the inspector (e.g. name and warning).
To resolve this, called EditorNode::edit_current() instead of EditorInspector::edit(NULL), which will call all the methods required using "NULL" if the current selected object is NULL.
In EditorPath::update_path() if the selected object is NULL, it does not update the path to reflect this change, basically does nothing. To fix this, we nullify everything, before the history loop.