Commit graph

136 commits

Author SHA1 Message Date
K. S. Ernest (iFire) Lee
04d43947bf
Add ufbx for FBX importing
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.

Key changes include:

- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.

Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
2024-02-23 22:33:04 +01:00
Rémi Verschelde
213c835cde
Merge pull request #85017 from Geometror/vs-redesign
Redesign the graph editor for visual shaders
2024-02-22 23:34:19 +01:00
Hendrik Brucker
02a33b67a8 Redesign the graph editor for visual shaders 2024-02-22 20:40:09 +01:00
Rémi Verschelde
43771659cb
Merge pull request #86610 from Joseph-DiGiovanni/system-theme-options
Add option for editor to follow system theme and accent colors
2024-02-22 16:39:40 +01:00
Hugo Locurcio
6ae54fd787
Move EditorNode setting registration so they are in class reference
Co-authored-by: Micky <micheledevita2@gmail.com>
2024-02-17 11:33:22 +01:00
Joseph DiGiovanni
7eacb6ddbf Add follow system theme settings 2024-02-14 15:31:21 -05:00
Bitlytic
f9e03459e8
Add an option to center children around the new parent when reparenting 2024-02-14 13:46:04 +01:00
Hugo Locurcio
7e25292205
Show update spinner by default in dev_build=yes editor builds
This ensures contributors can see when something forces the
editor to redraw constantly.

The existing boolean `true` value will be casted to `1` in the setting,
so it'll switch to Enabled automatically if the setting was previously
enabled.
2024-02-10 00:45:56 +01:00
Rémi Verschelde
f8020d1364
Merge pull request #88026 from Calinou/editor-default-enable-add-type-hints
Enable Add Type Hints editor setting by default
2024-02-08 10:53:58 +01:00
Hugo Locurcio
345f09d125
Enable Add Type Hints editor setting by default
Now that GDScript type hints improve performance since Godot 4.0
and the community is increasingly getting used to typed GDScript,
it makes sense to add type hints by default.

Official demos will also be moving to type hints at some point
in the future, further increasing the relevance of enabling type
hints out of the box.
2024-02-06 19:41:26 +01:00
Hugo Locurcio
6f9586443a
Add a V-Sync editor setting
The editor setting makes it possible to tweak V-Sync status
independently of the project setting.

Use cases:

- Decrease input lag and increase editor responsiveness when editing
  a project that has V-Sync enabled.
- Avoid tearing when editing a project that has V-Sync disabled.
2024-02-05 22:14:20 +01:00
Hugo Locurcio
253ad63005
Clarify the FOV setting in the 3D editor camera is vertical FOV 2024-01-31 01:20:21 +01:00
Rémi Verschelde
0cce6eb150
Merge pull request #87443 from YuriSizov/pms-hotter-younger-cousin
Improve layout and UX of the project manager
2024-01-30 19:10:46 +01:00
Yuri Sizov
4d97c33503 Add a network mode setting to bring the editor offline
This PR also adds default font styles for RichTextLabels
in the editor, and improves the introduction dialog
when you don't have any local projects available.

The offline mode is implemented in the asset library
plugin, alongside some code improvements.
2024-01-30 17:52:08 +01:00
Riteo
7e0f7d3abd Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:

- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.

- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.

- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.

- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.

- The cursor doesn't yet support fractional scaling.

- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).

- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.

This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.

Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2024-01-30 16:44:47 +01:00
Rémi Verschelde
8febe50797
Merge pull request #85448 from mxaddict/master
Update `blender_path` behavior to require exact path to executable instead of trying to guess it
2024-01-29 13:16:05 +01:00
Hugo Locurcio
04a930d9a6
Disable multi-window buttons instead of hiding them when support is unavailable
This is more explicit as for why this functionality isn't available
depending on editor settings and current platform.

This also exposes a `EditorInterface.is_multi_window_enabled()` method
so that editor plugins can easily query whether the editor is able and
expected to create multiple windows.
2024-01-27 19:38:39 +01:00
mxaddict
ad106a283b Update blender_path behavior to require exact path to executable instead of trying to guess it 2024-01-27 00:41:53 +08:00
Yuri Sizov
dc3b07e551 Introduce editor theme spacing presets
This change adds a new editor setting related to theming
which controls base and additional spacing used in the
generated editor theme. These values can also be changed
manually by the user to customize their experience.

Limited effort was applied to make sure both Compact and
Spacious presets work and look fine, but further tuning
and adjustments are totally expected. Some controls will
require layout changes or additional fixes to their constants.
2024-01-16 11:57:45 +01:00
Yuri Sizov
13d34d6a2b Merge pull request #85923 from Calinou/editor-filesystem-dock-add-open-in-terminal
Add a editor FileSystem dock action to open a terminal in selected folder
2023-12-22 17:19:53 +01:00
msreis
f1cc14d525 Fix missing time for some script functions in profiler
Fixes the issue by adding a mechanism by which the functions that were
previously disappearing can be profiled too. This is optional with
an editor setting, since collecting more information naturally slows the engine
further while profiling.

Fixes #23715, #40251, #29049
2023-12-19 19:42:21 +01:00
Hugo Locurcio
0e97acff84
Add a editor FileSystem dock action to open a terminal in selected folder
This is useful to enter some commands without having to open a separate
terminal and `cd` to the project folder.
2023-12-19 15:04:02 +01:00
Yuri Sizov
02d4579fa2 Merge pull request #85000 from bruvzg/ed_ui_direction
[Editor] Add option to override editor UI layout direction.
2023-12-19 13:01:35 +01:00
Frying☆Pan
de59872db8 fix documentation for icon_and_font_color editor setting 2023-11-30 14:00:07 -05:00
bruvzg
932174fedf
[Editor] Add option to override editor UI layout direction. 2023-11-17 14:56:45 +02:00
bruvzg
899e56de5d
Re-add optional OIDN denoise as an external executable. 2023-10-11 19:52:18 +03:00
Danil Alexeev
de7cbe8789
Highlight doc comments in a different color 2023-10-08 19:26:10 +03:00
Jean-Michel Bernard
67dce301aa Add code region folding to CodeEdit 2023-09-11 18:36:40 +02:00
Yuri Rubinsky
35802374ac Add coloring for completion of vector components 2023-08-30 21:13:25 +03:00
Haoyu Qiu
d026b37abd Fix various typos in classref 2023-08-22 18:05:50 +08:00
KurtBliss
300ecfab89 Fixed editor filesystem/import properties not being caught by the doctool
Defined glft editor properties in editor_settings
Added documentation descriptions and entries
2023-08-14 06:06:28 -04:00
Yuri Sizov
951ea2415b Make EditorInterface accessible as a singleton
- EditorPlugin.get_editor_interface() is removed as redundant.
2023-08-09 16:01:31 +02:00
Yuri Sizov
3bc842b1b1 Merge pull request #54524 from Calinou/animation-editor-add-bypass-confirmation
Skip keyframe creation dialog when holding Shift in the animation editor
2023-07-26 18:39:01 +02:00
Hugo Locurcio
a39190a18f
Allow using floating-point bone sizes and outline widths in the 2D editor
This is useful when animating pixel art sprites in the 2D editor,
as a value of `1` is often too large when zoomed in.
2023-07-17 12:44:09 +02:00
Hugo Locurcio
5e117ee7bf
Skip keyframe creation dialog when holding Shift in the animation editor
The editor setting to always bypass the confirmation dialog was removed,
since the new shortcut effectively supersedes it in a more granular way.
2023-07-17 12:09:32 +02:00
Yuri Sizov
5f23b8b916 Merge pull request #78451 from alula/integer-zoom
Add option to swap default Alt+scroll zooming behavior in 2D editor
2023-07-14 21:27:54 +02:00
Yuri Sizov
d13369eee1 Merge pull request #68140 from quinnyo/auto-complete-option
Add editor setting to toggle automatic code completion
2023-07-12 17:15:51 +02:00
Rémi Verschelde
81064cc239
Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
2023-07-06 10:08:21 +02:00
Rémi Verschelde
346f1ab86b
Bump version to 4.2-dev
Keep on waitin'
2023-07-05 22:07:03 +02:00
Alula
9676905aee
Add option to swap Alt+scroll zooming behavior in 2D editor
Update doc/classes/EditorSettings.xml

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-06-21 18:56:58 +02:00
Rémi Verschelde
9e56f28d0e
Merge pull request #75345 from Rindbee/fix-wrong-description-in-EditorSettings
Fix wrong descriptions in EditorSettings
2023-06-21 10:18:09 +02:00
Rindbee
19d77ea90d Fix wrong descriptions in EditorSettings
Fix wrong descriptions about `editors/3d/grid_division_level_max`
and `editors/3d/grid_division_level_min`.
2023-06-21 07:16:30 +08:00
quinnyo
68c24f9993 Add code_complete_enabled code editor setting 2023-06-21 02:51:05 +10:00
Rémi Verschelde
080d471e98
Merge pull request #75200 from Calinou/debugger-editor-settings-add-property-hints
Add property hints for debugger/profiler editor settings
2023-06-19 21:39:10 +02:00
bruvzg
75e6ec8874
[TextEdit] Expose all auto-wrap modes. 2023-06-13 10:28:27 +03:00
Fredia Huya-Kouadio
b2cd6a8a95 Add setting to control the window used to run the project for the Android editor
The follow options were added to the (new) `run/window_placement/android_window` editor setting:

- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
- `Auto`: choose how to run the project based on the device screen size
2023-06-07 18:32:52 -07:00
Yuri Sizov
282f5ebda1
Merge pull request #47628 from Calinou/2d-editor-remove-contrained-view
Remove constrained view in the 2D editor
2023-05-31 16:35:54 +02:00
Rémi Verschelde
6dcd490d03
Merge pull request #66763 from MewPurPur/remove-bookmark-hiding
Remove editor setting for hiding bookmarks
2023-05-29 10:28:37 +02:00
Hugo Locurcio
86314e1e53
Remove constrained view in the 2D editor
We initially added an option to disable constraining the 2D editor view.
This setting was still enabled by default to avoid confusing users
who end up scrolling too far away from their current scene
(which is a problem if you don't know about the F key to focus
on the selection).

However, it's probably a better choice to unconstrain the 2D editor view
by default because:

- Lots of people don't know about this setting and wonder how they
  can scroll far away from the scene. This feels really limiting for them,
  and it can even lead to some people thinking Godot intentionally limits
  scene sizes.
- The 3D editor doesn't have such a contrain mechanism.
  This makes the 2D editor more consistent with the 3D editor.
2023-05-20 03:01:12 +02:00
Hendrik Brucker
dc46163b12 Improve editor state persistence 2023-05-11 04:17:03 +02:00