New contributors added to AUTHORS:
@hinlopen, @naithar, @rrcore, @SkyLucilfer, @TwistedTwigleg
Thanks to all contributors and donors for making Godot possible!
---
Also changes to relevant code that parses the DONORS.md to match
the new tiers.
(cherry picked from commit d2d4c1c957)
Ensures that the editor preview when placing a tile on a TileMap takes
into account the transformation of the TileMap. Previously, only the
origin of the Tile was transformed, but not its orientation or
scaling.
(cherry picked from commit cf04aabef1)
Editor now changes a color in the inspector only when it is different
from the current one.
Solves fake unsaved changes in editor after using the ColorPicker.
Resolves: #40879
(cherry picked from commit f3626364fc)
This removes:
```
ERROR: get_breakpoints: Condition ' base.begins_with("local://")
```
while running a project with blank scripts caused by deleting
or moving, or built-in scripts which are not yet saved within a scene
on running a project.
(cherry picked from commit 1c70a33d9c)
Methods were being called with InputEventMouseMotion instead of InputEventPanGesture, and they were null.
Fixesgodotengine/godot#16181 on the master branch
(cherry picked from commit 394a7826be)
A static function is added to EditorNode which allows for filename
disambiguation given a list of filenames and the corresponding list of
absolute paths for those files. This function is then used to
disambiguate scene and script tabs in the editor.
(cherry picked from commit 4285211f40)
This means clicking on an EditorSpinSlider to edit its value will
no longer cause the number to be visually offset while it's
being edited.
(cherry picked from commit cc615fee5f)
This change avoids the editor to freeze for several seconds when a
project with lots of scripts is loaded in the editor.
It focuses on a few heavy operations previously executed on all
previously loaded scripts:
- Initialize script resource (script validation/parsing) only
on focus
- ScriptTextEditor: code editor and edit menu are added to the
scene only on focus
- Add to recent scripts only when opening new scripts
(load/save scene metadata)
`ConvexPolygonShape2D` and `ConcavePolygonShape2D` are only meant to be
used directly in code and not in the editor for physics-based use cases
specifically.
Developers are advised to use `CollisionPolygon2D` instead, which does
generate those shapes under the hood, handling polygon convexivity,
proper orientation etc.
(cherry picked from commit dc446203be)
Fix to ensure that undo/redo works when painting bones in the Polygon2D
UV editor. Previously, bone painting would continue silently in the
background, because a mouse click signalling the end of an edit would
not be appropriately dealt with.
(cherry picked from commit 6e60aa3876)
This fixes issue #39844, where the confirmation dialog when a user
attempts to close an unsaved script did not actually save it even after
clicking "Save."
(cherry picked from commit d2a5b92e9b)
This reverts commit 481dbceed0.
Current fuzzy search implementation results in too many
non-useful results.
Could be re-added after result sort/filter/score functionality
is added. See #30072 for example existing implementation.
Fixes: #39128
Reverts: #32043
Fixed format style conflicts:
editor/editor_help_search.cpp
(cherry picked from commit 55d706c352)
Ensures that closure of Polygon2D in the editor takes into account
Grid Snap if enabled. Does this by comparing the polygon start with
grid snap applied to mouse click location. Note: transformation is
applied in order to deal with different editor zoom levels.
(cherry picked from commit b8d55b244a)
The existing theme editor icon could be unintentionally set for any
global class with matching name (`Group` icon, `Group` class_name etc),
which would only show up in the "Create Dialog" context, but not the
scene tree dock.
This change prevents this behavior, and ensures that the icon can be
actually overidden by explicit icon path in `class_name`, if there's any
custom icon to begin with.
The correct built-in type's icon is fetched for child classes if there
are no custom icons detected throughout base classes as well, so it
isn't left empty for those cases.
(cherry picked from commit c177308f80)
`get_global_class_name` for `GDScriptLanguage` is slow because
it forces to parse an entire script each time. This patch ensures
that the icon is actually fetched from the EditorData where they
are loaded beforehand.
This change also makes the behavior consistent with the existing
`get_object_icon` method in EditorNode.
(cherry picked from commit 4a86e2bb76)
Modifies polygon auto-completion based on UV editor scale, in order
to enable finer grained control for the user. Enables selection of
points closer than the current threshold of 8 pixels.
(cherry picked from commit 69d0d89214)
Ensures that behavior when export_presets.cfg file is edited manually
while editor is running remains identical to before commit 44094b0.
(cherry picked from commit 4a7c19e719)
Ensures no error is issued when attempting to preview a resource that
may be scaled down to <1 pixel when resizing to fit the thumbnail.
(cherry picked from commit c7a8dc7bb9)
Occurred when selecting polygon collision mode, then drawing a single point, then selecting rectangle mode, and finally trying to select a rectangle.
(cherry picked from commit 7850d0316f)
Ensures that when the `Selection Only` option is selected, the Replace
tool replaces occurrences of the search phrase only within the selected
region, and in order of occurrence.
(cherry picked from commit 2be3a33cc3)
Now that the 3D editor grid is infinite and adjusts its step automatically,
this helps people get a better sense of scale when moving around in the
3D viewport.
This also fixes the indicator bar drawing on hiDPI displays.
(cherry picked from commit eaae50fe4a)
Reduce repeated iteration through the full text
when counting the number of occurrences of whole
words while searching a file in the editor.
(cherry picked from commit 2433287871)
Ensure that presets are updated with the latest files when
starting up or opening the Project Export dialog. Fixes the
error where Godot would attempt to export deleted files that
were previously selected.
(cherry picked from commit 44094b082d)
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
The crash happens further down when setting an invalid owner in
`Node::_set_owner_nocheck` but I couldn't figure out how to fix it.
But here the proper fix is to catch the invalid scene file early on
and fail loading it.
Part of #17372.
(cherry picked from commit c080ec5da2)