When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
* 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.
* Change EditorNode3D::update_all_gizmos() to start at the edited scene
root instead of the whole editor root.
* Call update_all_gizmos() only once at start instead of evrey time a
gizmo plugin is added.
* Add missing null check.
- Don't display the time dialog if the automatically calculated
generation time is short enough.
- Clarify the purpose of waiting in the progress dialog.
- Allow snapping bezier handles to the timeline.
- Allow precise snapping when holding Shift for keyframes and handles.
- Previously, it was only allowed for seeking the timeline.
- This change also impacts the animation track editor,
not just the bezier editor.
- Invert the Ctrl + mouse wheel behavior to match the zoom direction
in the animation track editor.
- Increase the line spacing between the "Time:" and "Value:" texts
to improve readability.
- Tweak box selection styling to match the animation track editor.
- Adjust line widths for hiDPI displays.
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.
This work was sponsored by GSoC 2020 and TwistedTwigleg
Full list of changes:
* Adds a SkeletonModification3D resource
* This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
* This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in it's own file
* Several changes to Skeletons, listed below:
* Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
* So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
* Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
* Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
* New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
* Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
* BoneAttachment3D node is now completely standalone in its functionality.
* This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
* BoneAttachment3D now can be set either using the index or the bone name.
* BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
* BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
Benefits:
- Knows the size of the mesh to prevent push back taking longer
- No longer updates grid every frame, only if the camera has moved 10 units or more.
- Considerably less power draw
- Will redraw when you swap from orthographic to perspective and vice versa.
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes.
This work has been sponsored by GSoC '21.
Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
• This method computes new positions for all the selected
nodes by forming blocks and compressing them.
The nodes are moved to these new positions.
• Adding this method to GraphEdit makes it available for
use in VisualScript/VisualShaders editors and its other
subclasses.
• Button with an icon has been added to call arrange_nodes() in GraphEdit.
• This button is inherited by VisualScript/VisualShaders editors
to invoke the method.
• Undo/redo is functional with this method.
• By using signals in arrange_nodes(), position changes are registered
in undo/redo stack of the subclass that is using the method.
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.
Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
Adds support for dragging in all files of type Texture2D for 2D.
Adds support for dragging in all files of type Mesh for 3D.
Replaces adding texture as Light2D with PointLight2D.
Add more node types that textures can be added as
- TextureButton
- CPUParticles2D
Having a property which has the same name as its class leads to confusing
situations (e.g. `BaseButton` has a `shortcut` property of type `Shortcut`
which has a `shortcut` property of type `InputEvent`).
Also renames `is_event` to `matches_event`, and `is_valid` to `has_valid_event`
to better reflect what the methods check.
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
This pull request fixes an issue where the "View" menu in the 3D view toolbar would close when you selected either the "View Origin" or "View Grid" checkboxes. This was inconvenient and wasted time by making you have to reopen the menu in order to get to other settings anytime you changed this.
This pull request fixes an issue where searches using the "Find in Files" function would include folders with `.gdignore` files in them. The editor is supposed to ignore directories with these files in them altogether.
- Now able to display up to 32 layers in physics (still 20 for render)
- Adjustable grid size to fit available space in dock
- Expansion icon to display more layers vertically
- Layer numbers in cells to help with selection
Since OpenGL will not be available in Godot 4.0, this exposes a
choice between Vulkan clustered and Vulkan mobile in the project manager.
Despite the name, Vulkan mobile has many benefits on desktop platforms.
It provides better performance on simple scenes, and ensures that you
won't accidentally use unsupported features while testing your project
on desktop platforms.
The Vulkan backend setting was made into a "basic" setting so that
it can be changed without having to enable the Advanced Settings toggle.
This also improves list formatting to use bullet points and tweaks
the property hint to be more descriptive.
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
When dragging and dropping a texture, mesh, or scene from the FileSystem into the
2D or 3D viewport, it will be added as a child of the current scene's root node.
This pull request fixes an issue where the paint and erase tools in the TileMap editor had the same shortcut (E). The erase tool having "E" be its shortcut makes more sense than the paint tool having that be its shortcut. So I changed the paint tool's shortcut to be "D" since nothing else uses it and it's short for "draw", it's also right next to "S" on the keyboard which happens to be the selection tool.
- Use the ° symbol instead of "deg" to reduce clutter.
- Round the displayed lengths to only one decimal instead of two
to further reduce clutter.
- Don't make the `px` suffix localizable, as it isn't localizable
anywhere else in the editor.
This makes it easier to notice that some menu items only appear when
specific nodes are selected.
This change applies to both 2D and 3D editors, including both plugin-based
menus and the hardcoded 2D layout/animation contextual menus.
* Fixed subgizmo editing on scaled nodes.
* Added more clarifications on the coordinate space of subgizmos.
* Given input priority to the transform gizmo over subgizmo selection.
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
A Camera3D node still has to be selected to initially enable camera
preview, but another node can then be selected and the preview can
be disabled by pressing the shortcut key again.
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`
- Use background and line colors that match better with the
rest of the editor.
- Use translucent lines to make overlapping lines visible.
- Tweak the error message to mention the UV layer in question
when there is no UV for a defined layer.
* Most resource types now have unique identifiers.
* Applies to text, binary and imported resources.
* File formats reference both by text and UID (when available). UID always has priority.
* Resource UIDs are 64 bits for better compatibility with the engine.
* Can be represented and used textually, example `uuid://dapwmgsmnl28u`.
* A special binary cache file is used and exported, containing the mappings.
Example of how it looks:
```GDScript
[gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"]
[ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"]
```
GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files.
This will be reserved for future PRs.
The function `_gen_shape_list` is using the resource `Res<Mesh>`, but during the import phase the resource used is instead `Ref<EditorSceneImporterMesh>`.
Note: the `Ref<EditorSceneImporterMesh>` is an intermediate resource, that will be used to create a `Res<Mesh>` at the end of the import process. `Ref<EditorSceneImporterMesh>` and `Ref<Mesh>` are not inheriting each other, so the internal cast done by `Ref<>` during the assignment, is always null:
```c++
Ref<EditorSceneImporterMesh> import_mesh(/* Assume it's initialized */);
CRASH_NOW(import_mesh.is_null());
Ref<Mesh> mesh = import_mesh;
CRASH_NOW(mesh.is_null()); // <--- Here we have a crash, since it's impossible perform the above cast, and the `mesh` is always null.
```
Here the full list of call to `_gen_shape_list`, where we can notice that a `Ref<EditorSceneImporterMesh>` is passed:
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L428
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L454-L458
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L512-L516
As you can notice, we always pass the following mesh: `Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();`.
We already have the function `_pre_gen_shape_list` that executes the exact same job but using the correct type; Since there is no further usage of the function `_gen_shape_list` in the code base, I think it's just some leftover code, so I removed it entirely to use the proper function.
- Makes tips clearer and more consistent.
- Removes outdated "shift+v" that doesn't work
- Adds Ctrl+RMB for adding nodes at position
- Removes tip for non-existent Alt+Drag in 3D select tool
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
`localhost` was removed as it won't work out of the box. It can be added
by the user if they're working on the asset library itself.
This won't affect existing installations due to how the editor settings
are stored, but existing installations will keep working fine.
* Friendlier with version control.
* Generates pseudo unique IDs, to minimize conflicts when merging, but still
user readable (so, not UUID).
* Eventually will also allow to have more precisely named sub-resources in
imported files.
* This will allow better reloading on changes (including resources already
loaded) as well as better keeping track of changes on the DCC.
* Keeps backward compatibility with the old formats.
* Binary and text format version incremented to mark breakage in forward
compatibility.
* 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.
- Allow some tolerance when clicking the plane move/scale,
even if the click is actually slightly outside the plane
(similar to Blender).
- Make the rotate manipulation circles visually thinner to be
less distracting.
- Make the hovered color less saturated to be more distinguishable
from the non-hovered state.
- Don't set brightness above 1.0 to prevent the gizmo from glowing
when hovered.
* It seems both cell_selected and multi_selected were being triggered,
* This caused inspector updating twice.
* cell_selected connection and callback were removed.
This may be a bug in Godot 3.x too, recommend checking.
* LineEdit popups created on demand.
* TextEdit popups created on demand.
* SpinSlider popups created on demand.
* ResourcePicker popups created on demand.
Improves editor responsiveness.
- Use a smaller drag threshold (8 pixels instead of 10 pixels).
- Scale the 2D editor drag threshold with the zoom to make it
work the same regardless of the current zoom level.
* 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.
Neither name is a perfect match but `Curve3Texture` looked too similar to
`CurveTexture` and `Curve3D`, which made things confusing when picking a
texture type or browsing the API reference.
* 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.
- To make things easier to follow, display the asset name in
confirmation dialogs.
- Display the number of conflicting files in the asset extraction dialog.
This reduces the number of clicks required to install an asset.
- Add 1-5 shortcuts to zoom between 100% and 1600% quickly
(similar to GIMP).
- When holding down Alt, go through integer zoom values if above 100%
or fractional zoom values with integer denominators if below 100%
(50%, ~33.3%, 25%, …).
- Update the disabled status when changing an export path.
- Display a tooltip that states why the button is disabled.
- Update the Export All dialog message to have a more friendly tone.
- Suffix button texts with "...", as they display another dialog
when clicked.
This closes#33293.
Now the process uses a Map to lookup node pointers instead of iterating
over all modified node paths in a list and comparing them for each
property to check.
The process also avoids checking properties with empty node paths and
does an early exit on deleted nodes to avoid checking the node and its
descendants.
Also made a minor change in NodePath::rel_path_to() to avoid resizing a
Vector many times for long paths (with copy-on-write each time). Now
it's down to 2 resize calls in any case.
This PR implements range iterators in the base containers (Vector, Map, List, Pair Set).
Given several of these data structures will be replaced by more efficient versions, having a common iterator API will make this simpler.
Iterating can be done as follows (examples):
```C++
//Vector<String>
for(const String& I: vector) {
}
//List<String>
for(const String& I: list) {
}
//Map<String,int>
for(const KeyValue<String,int>&I : map) {
print_line("key: "+I.key+" value: "+itos(I.value));
}
//if intending to write the elements, reference can be used
//Map<String,int>
for(KeyValue<String,int>& I: map) {
I.value = 25;
//this will fail because key is always const
//I.key = "hello"
}
```
The containers are (for now) not STL compatible, since this would mean changing how they work internally (STL uses a special head/tail allocation for end(), while Godot Map/Set/List do not).
The idea is to change the Godot versions to be more compatible with STL, but this will happen after conversion to new iterators have taken place.
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
Fixes some problems introduced by #49917
* Tree used minimum size as a stretch ratio, so it forced a minimum size of 1.
* Minimum size redone, stretch ratio moved to a separate setting
* Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired.
* Added a clip content option for situations where fit to contents does not apply.
* Icon would scroll with the item, making it invislbe if the item is too long.
* Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code
* simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results
* rebased to current godot master
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
This is already allowed when using cinematic preview, but not
when previewing a Camera3D the usual way.
Many operations from the View menu still work while previewing
a camera, such as switching between debug draw modes and toggling
information panes.
- Locking nodes can now be done by pressing Ctrl + L, and unlocking with
Ctrl + Shift + L.
- Grouping nodes is now done by pressing Ctrl + G, and ungrouping with
Ctrl + Shift + G (similar to Inkscape).
- Toggling the grid is now done by pressing the `#` key
(also similar to Inkscape). This change was needed as Ctrl + G
now groups selected nodes.
Different shortcuts are used for the lock/unlock and group/ungroup
actions, so that the shortcuts are idempotent.
* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
* Editor 2D viewport now uses embedded subwindows (windows no longer pop up)
* Restored the ability to disable 3D on the 2D viewport (makes 3D not display on 2D when there is a camera on the scene)
Fix more cases of node path needing an update when nodes are renamed or
moved in the editor.
Built-in node properties:
Before, node paths were checked only for script export variables. Now
all properties are checked from the node, which includes built-in node
properties.
Allows proper node path updates for nodes like remote transform, physics
joints, etc.
Arrays and dictionaries:
Node paths nested in array and dictionary properties are now also
updated in the editor.
Also update the documentation to be clear about node path update in the
editor and at runtime.
Co-authored-by: latorril <latorril@gmail.com>
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
1. When having 2 nodes selected, deselecting one in the ScemeTreeDock would keep the inspector in MultiNodeEdit rather than editing the one remaining node directly. This is now fixed. Closes#49451
2. In the Node3D editor, Shift-Selecting a region (drag selecting) would *deselect* nodes which were already selected, and select ones which were not, essentially inverting the selection. This is now fixed - shift-drag-selecting will only add nodes to the selection. To deselect, individual nodes can be clicked on. I am not sure if there is an issue open for this - it was a bug I found while testing other changes.
3. Other minor code cleanup.
_reimport_file is called from multiple threads as part of the threaded importer.
Inserting to this set from a thread could hit a race condition leading to memory corruption or hangs.
It seems to be unused, intentionally or unintentionally
* 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.
WARNING: Hacks everywhere!
The logic in `main.cpp` is due a full rewrite as it's extremely hacky,
splitting argument parsing over several functions, with a mess of global state
and assumptions about what combinations of arguments or lack thereof should
mean in terms of what we want to read: game, editor, project manager, or
command line tools such as `--doctool`, `--export` or `--script`.
Until this is fully rewritten, this patch hacks things some more to ensure
that we don't fall back to the project manager in cases where it's not
warranted, and especially not *too late*, as it can mean that we haven't
properly initialized stuff like `EditorPaths` needed by the PM (which in turn
impacts what kind of path will be used for logs and the shader cache, etc...
the rabbit hole goes deep).
Fixes#41435.
Fixes#49392.
Fixes#49658.
Fixes https://github.com/godotengine/godot/issues/38202#issuecomment-773158477.
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
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.
- EditorSettings: Ensure that `create()` makes a valid singleton.
Fixes#49179, fixes#49450.
- EditorPaths: Cleanup code, properly set `paths_valid`.
- EditorPaths: Move more paths validation (check, mkdir) from
EditorSettings for a better separation of concerns.
- EditorPaths: Move EditorFileSystem creation of `.godot/imported`
next to other paths.
Renames get_parent_spatial() to get_parent_node3d() and changes its
implementation. Before it was not returning a correct pointer if the
node wasn't added to a SceneTree. Now it uses the same implementation as
CanvasItem, which will be correct even for nodes outside a SceneTree.
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).
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
* 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.
PhysicsBody now has methods move_and_collide/test_move and needed
properties for these methods: safe margin, locked axes (3D only).
Moved collision_exceptions from StaticBody to PhysicsBody for 3D
(same as 2D, and conforms to documentation).
RigidBody doesn't have test_motion method anymore, it's now redundant
with PhysicsBody.test_move.
This can be used to invert a normal map's direction.
The "Invert" import option is no longer useful in Godot 4.0 since
it uses height maps instead of depth maps in StandardMaterial3D.
This closes https://github.com/godotengine/godot-proposals/issues/785.
The Adaptive text editor theme is the default, and has therefore
been renamed Default for consistency with the Default theme preset.
It keeps its automatic dark/light switch status.
The Default text editor theme was actually a legacy Godot 2-style theme,
so it has been renamed to Godot 2 to match the theme preset.
Its background color has been changed to be a constant opaque color,
since the new editor theme made the theme look less good on a translucent
background. The previous background color on light theme also lacked
contrast.
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
- Use the editor font color for notch lines and text instead of a more
contrasted color.
- Reuse the editor theme's tooltip styling and apply it on theme change.
- Make the preview label display an explicit `+` sign for positive values.
- Prevent a zero value from displaying as `-0.0 dB` instead of `0.0 dB`.
- Scale notch lines on hiDPI displays.
There were some issues in RichTextLabel `remove_line()` method, where items were not correctly removed, and line decremending for items in later lines was not correctly done.
This also fixed several headaches with EditorLog, which relied on the `remove_line()` method for collapsing of duplicate messages. The fix to RTL also fixed the issues with EditorLog.
Fixes#49030
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).
This also acts as a general-purpose "deselect" shortcut since pressing
it a second time will deselect text.
This is available both in the script editor and in TextEdit fields
in use, both in the editor and projects.
The Duplicate Line script editor shortcut was moved to Ctrl + Shift + D
since it conflicts with the new shortcut (Ctrl + D). The rationale for
doing so is that Duplicate Line is a less commonly used action, and
its behavior can be replicated by copying and pasting the current line
anyway. (With no selection active, the whole line will be copied.)
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.
Additional changes:
- extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
This uses the accent color to match pressed CheckButtons after they
were updated. Checked checkboxes are now more prominent in the user's
peripheral vision, which can be useful at times. This also matches
how checkboxes look in most operating systems and web browsers.
This makes font oversampling work out of the box, while also increasing
the supported character set's size. The default font is now larger
as well to better fit today's screen resolutions.
The OpenSans SemiBold font was chosen for two reasons:
- Small file size, yet its character set supports Latin-1 and Cyrillic
text.
- A heavier font weight looks better in most "game" scenarios and is
more readable against mixed-color backgrounds.
This is considered a breaking change as it changes the default font's
metrics, which will likely affect how Control nodes are laid out in
scenes (unless a custom font is in use).
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes#44363.
Fixesgodotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>