Instead of gridmap editor calling grid as floor irrespective of the
orientation, it now calls the grid plane if it's vertical and floor
if horizontal.
Resolves: #14611
(cherry picked from commit 7c356a9c05)
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
Fix cursor/palette update on tile eyedropping
Fix editor not cleaning its state when becoming inactive, which leaves indicators behind among other issues
Fix/improve menu/keyboard shortcuts
Merge 'Gridmap Editor' and 'Grid Map' settings into the latter