Allows configuring the MultiplayerSynchornizer in a way similar to
AnimationPlayer.
Properties are added manually, edither as plain properties, or via the
NodePath format for child nodes' properties "path/to/node:property"
relative to the MultiplayerSynchronizer root path.
Nice things to add would be:
- Moving properties up/down in the list.
- Some form of keying, autmatic filling of the replication properity
line edit.
Most of the custom logic to handle special keying cases is now inside
the AnimationPlayerEditorPlugin.
The EditorInspector now emits a signal when inspecting a new object.
* The main generation could not be moved to a thread, as it instantiates
classes to get default values, interacts with ProjectSettings, etc.
* Only uncompressing documentation and merging it is threaded.
* Seems to improve editor load times by 0.5 seconds.
Clarifies that the button opens the user:// dir
and for better consistency with certain ProjectSettings values:
"Use Hidden Project Data Directory" is named similarly, but refers to data within res://
and two values refer to user:// as "User Dir"
(Translations were not updated)
and rename enum value accordingly
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
GPUParticles attractors and collision are currently only available in 3D.
Their 2D counterparts haven't been implemented yet, but they will use
separate nodes.
The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
Note: This PR also changes the port of the GDScript Language Server from 6008 to 6005. This opens enough ports above the debug port (6007) for this change to be useful.
- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
* New plugin system to control the whole import workflow
* Can add options and run code at every import step (general, per node, mesh, animation, material etc.)
This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
Convert GLTF Document to use ImporterMeshInstance3D.
Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.
Use GLTF module when the editor tools are disabled.
Modified the render server to be less restrictive on matching blend arrays and have more logging.
Misc bugs with multimesh.
Always index the meshes.
This makes property casing consistent with the editor.
If property capitalization is disabled in the Editor Settings,
the remote inspector will also disable capitalization.
Respect client "supportsVariableType" capability
Implement "breakpointLocations" request
Implement "restart" request
Implement "evaluate" request
Fix error messages not being shown, and improved wrong path message
Removed thread option and behavior
Implemented detailed inspection of complex variables
Fix "const"ness of functions
Added a configurable timeout for requests
Implement Godot custom data request/event
Implement syncing of breakpoints
Added support for debugging native platforms
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
* Extensions are now scanned and loaded on demand.
* Extensions found are cached into a file that is used to load them (which is also exported).
* Editor will ask to restart when an extension requires core functionality.
* Editor will attempt to load extensions always before importing or loading scenes. This ensures extensions can register the relevant types.
* Make Undo/Redo menu items disabled when clicking it does nothing.
* Context menu of `TextEdit`
* Context menu of `LineEdit`
* Editor's Scene menu
* Script editor's Edit menu and context menu (for Script and Text)
* Make editor undo/redo log messages translatable.
* Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`.
* Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
Updating continuously should only be enabled for troubleshooting
purposes, as it uses a lot of CPU/GPU power.
The update spinner is now displayed in red when the Update Continuously
editor setting is enabled.
Implemented "output" event
Refactored "seq" field generation
Prevent debugging when editor and client are in different projects
Removed unneeded references to peer on the parser
Refactored way to detect project path
Implemented "setBreakpoints" request
Fix double events when terminating from client
Refactored "stopped" event
Implemented "stopped" with breakpoint event
Implemented "stackTrace", "scopes" and "variables" request
Report incoming number of stack dump variables
Implemented proper reporting of scopes and variables from stack frames
Prevent editor from grabbing focus when a DAP session is active
Implemented "next" and "stepIn" requests
Implemented "Source" checksum computing
Switched expected errors from macros to silent guards
Refactored message_id
Respect client settings regarding lines/columns behavior
Refactored nested DAP fields
Implement reporting of "Members" and "Globals" scopes as well
Fix error messages not being shown, and improved wrong path message
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
* Shadow quality settings now specialization constant.
* Decal and light projector filters can be set.
* Changing those settings forces re-creation of the pipelines.
These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
* If not present, the dialog asks to load build sources from a file.
* The export templates check now also verifies that build sources are installed and skips the template check.
This makes Android development easier.
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.