Eric M
83cb48e69e
Fixes for multi-node editing interactions.
...
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.
2021-06-19 13:07:42 +10:00
Rémi Verschelde
92f20fd70e
Merge pull request #49659 from LightningAA/string-valid-integer-to-int
2021-06-18 16:14:14 +02:00
Rémi Verschelde
43755eada4
Merge pull request #47802 from Calinou/editor-sprite-frames-select-hold-mouse
...
Allow selecting frames by holding down the mouse in SpriteFrames editor
2021-06-18 12:28:35 +02:00
Aaron Franke
6565191660
Allow setting the preview sun angle with numbers
2021-06-17 23:28:02 -04:00
Hugo Locurcio
5e8eb20ad6
Allow selecting frames by holding down the mouse in SpriteFrames editor
...
This complements the existing (Ctrl +) Shift + Left mouse button
multiple frame (de)selection.
2021-06-17 20:11:50 +02:00
Rémi Verschelde
085e1d3c03
Merge pull request #49670 from reduz/rename-visibility-notifiers
...
Rename VisibilityNotifier2D/3D to VisibleOnScreenNotifier2D/3D
2021-06-17 15:14:44 +02:00
Rémi Verschelde
0943ec632c
ThemeEditor: Fix text_submitted connections after #49258
2021-06-17 13:14:06 +02:00
reduz
ab2456b740
Rename VisibilityNotifierXD to VisibleOnScreenNotifierXD
...
* 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.
2021-06-16 22:01:39 -03:00
Rémi Verschelde
bb4c464fec
Merge pull request #49258 from megalobyte/editor-fix
...
Fixes for documentation search
2021-06-17 02:25:41 +02:00
Rémi Verschelde
272a16d8ce
Merge pull request #49667 from Riteo/remove-grid-map-lock-view
...
Remove GridMap's "Lock View" option and a related method.
2021-06-17 01:03:17 +02:00
Rémi Verschelde
341cb8da31
Merge pull request #49238 from Paulb23/code_edit_code_folding
...
Move code folding into CodeEdit and hide line hiding API
2021-06-16 20:11:39 +02:00
Gregory Basile
8ab13f8ace
Documentation search fixes
...
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"
2021-06-16 09:43:34 -07:00
Lightning_A
b6af2a29eb
Rename is_valid_integer()
to is_valid_int()
...
Method from `String`
2021-06-16 10:32:22 -06:00
Haoyu Qiu
5046a7d1b1
Don't use the abbrevation "Sep." in UI text
2021-06-16 19:40:12 +08:00
Riteo Siuga
7cb3476a1c
Remove GridMap's "Lock View" option and a related method.
...
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.
2021-06-16 04:14:37 +02:00
Rémi Verschelde
fed31b1827
Merge pull request #49616 from BastiaanOlij/more_rename_transform
...
Adding some more missing renames for Transform3D and Quaternion
2021-06-15 16:50:52 +02:00
Rémi Verschelde
acdcd37ad2
Merge pull request #49003 from Calinou/editor-freelook-fix-redrawing-when-not-moving
...
Fix editor constantly redrawing when freelook is active with still camera
2021-06-15 16:27:08 +02:00
Bastiaan Olij
2161fd117b
Adding some more missing renames for Transform3D and Quaternion
2021-06-15 16:01:50 +02:00
Rémi Verschelde
9f8d892e4e
Merge pull request #49310 from foxydevloper/add-drag-threshold-select-mode
...
Prevent accidental drags by adding drag distance threshold
2021-06-15 15:34:28 +02:00
Yuri Sizov
d0e86c7afc
Overhaul the theme editor and improve user experience
2021-06-14 21:46:30 +03:00
Rémi Verschelde
12e0f10c74
Merge pull request #49227 from pycbouh/editor-theme-freeze-changes
...
Prevent `Theme` resource from emitting changes during bulk operations
2021-06-13 15:44:32 +02:00
Rémi Verschelde
ef7974f3d9
Merge pull request #49526 from Chaosus/fix_textureregion_errors
2021-06-13 14:44:50 +02:00
Rémi Verschelde
6d98f84abb
Merge pull request #48746 from KoBeWi/bane_of_all_virtual_compatibility
...
Consistently prefix bound virtual methods with _
2021-06-12 23:00:40 +02:00
Hugo Locurcio
d1c5dd5b68
Fix game camera override tooltips being swapped
...
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).
2021-06-12 19:39:34 +02:00
Yuri Roubinsky
19afaa0203
Fixed a bunch of connection errors in TextureEditorPlugin
2021-06-12 08:01:02 +03:00
kobewi
7ff135b015
Consistently prefix bound virtual methods with _
2021-06-12 00:55:52 +02:00
Pedro J. Estébanez
04688b92ff
Rename Reference to RefCounted
2021-06-11 18:48:42 +02:00
Rémi Verschelde
9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
...
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Rémi Verschelde
58c1235111
Merge pull request #49265 from KoBeWi/keepfreplace_2_keepers_of_replace
...
Move FindReplaceBar out of CodeTextEditor
2021-06-09 21:07:27 +02:00
Rémi Verschelde
27cf525713
Merge pull request #42248 from Chaosus/vs_particles_shader
...
Continuation of work on visual particles system
2021-06-09 11:15:41 +02:00
kobewi
da6aebeb4c
Move FindReplaceBar out of CodeTextEditor
2021-06-08 23:23:07 +02:00
Rémi Verschelde
090e4c4abd
Merge pull request #49422 from timothyqiu/hani-preview-text
...
Fix font preview text for CJKV ideographs
2021-06-08 23:15:30 +02:00
Paulb23
d4c165d8c7
Fix TextEditor redo shortcut typo
2021-06-08 17:41:35 +01:00
Haoyu Qiu
4d5acd76f4
Fix font preview text for CJKV ideographs
2021-06-08 21:39:22 +08:00
Yuri Roubinsky
f632e36ae5
Continuation of work on visual particles system
2021-06-07 20:33:17 +03:00
Rémi Verschelde
afbabd12f3
Merge pull request #49337 from Chaosus/vs_texture_func
...
Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
2021-06-07 09:38:37 +02:00
Yuri Roubinsky
b2d2822a39
Adds UVFunc
for panning/scaling on UV's to VisualShader's.
2021-06-07 08:31:48 +03:00
kobewi
a97546d4ea
Don't save built-in script when adding method
2021-06-06 23:58:35 +02:00
Rémi Verschelde
aa251c310a
Merge pull request #49325 from reduz/rename-gi-classes
...
Rename GI Classes
2021-06-06 09:50:06 +02:00
TwistedTwigleg
8aa3c2f091
New and improved IK system for Skeleton2D
...
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.
2021-06-05 15:19:51 -04:00
reduz
32625145c8
Rename GI Classes
...
* 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.
2021-06-05 09:28:56 -03:00
fox
00a4ee5cf3
Add threshold to dragging nodes with select to prevent accidental drags
2021-06-04 11:39:46 -04:00
Rémi Verschelde
95ff547da4
Merge pull request #44198 from madmiraal/rename-translation-position
...
Rename Node3D's property translation to position
2021-06-04 11:34:35 +02:00
Rémi Verschelde
875ed4d600
Merge pull request #47336 from Calinou/rename-shader-file-extension
...
Rename the `.shader` file extension to `.gdshader`
2021-06-04 11:26:14 +02:00
Marcel Admiraal
a6e44bd16c
Rename Node3D's property translation to position
2021-06-04 09:54:52 +01:00
Aaron Franke
6f472d154b
Rename EditorPropertyTransform to EditorPropertyTransform3D
2021-06-03 21:58:26 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core
2021-06-03 07:30:01 -04:00
Yuri Roubinsky
8456682222
Fix changing theme coloring for error label in VisualShader editor
2021-06-03 10:58:55 +03:00
Paulb23
5c618dd03d
Move code folding into CodeEdit and hide line hiding API
2021-06-01 17:07:01 +01:00
Rémi Verschelde
c5f237eaf8
Merge pull request #45393 from Paulb23/code_edit_autocomplete
2021-06-01 17:58:19 +02:00
Paulb23
c1b9971ad8
Move and expose Code Hint in CodeEdit
2021-06-01 15:38:45 +01:00
Paulb23
1c16673798
Move and expose AutoComplete in CodeEdit
2021-06-01 15:38:45 +01:00
Paulb23
680dc9e81a
Add comment and string tracking to CodeEdit
2021-06-01 15:38:45 +01:00
kleonc
019c99e538
TextureRegionEditor Fix not updating on editing region with autoslice cached
2021-06-01 12:17:32 +02:00
Yuri Sizov
9cd96ebe0e
Prevent Theme resource from emitting changes during bulk operations
2021-05-31 17:40:45 +03:00
Rémi Verschelde
4e3d5148ff
Merge pull request #49157 from Chaosus/vs_billboard
...
Added Billboard Node to Visual Shaders
2021-05-31 12:23:01 +02:00
Rémi Verschelde
1d35a35d4f
Merge pull request #49175 from nobuyukinyuu/bind-zoom-on-position
...
Bind CanvasItemEditor::_zoom_on_position and CanvasItemEditor::get_st…
2021-05-31 11:45:59 +02:00
Rémi Verschelde
a8c144f72e
Merge pull request #49121 from KoBeWi/dropreload
...
Add preload() to resource path when holding Ctrl
2021-05-31 11:10:37 +02:00
reduz
0d2e02945b
Implement shader caching
...
* 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
2021-05-31 10:13:09 +02:00
nobuyuki_nyuu
a715887299
Bind CanvasItemEditor::_zoom_on_position and CanvasItemEditor::get_state to ClassDB
2021-05-28 13:34:30 -05:00
Yuri Roubinsky
f06db8b778
Added Billboard Node to Visual Shaders
2021-05-28 09:24:06 +03:00
kobewi
4bee21bcc4
Add preload() to resource path when holding Ctrl
2021-05-27 12:22:32 +02:00
Yuri Roubinsky
af3f047f49
Fixed console error spam (about invalid edited scene index)
2021-05-26 19:28:38 +03:00
Yuri Roubinsky
0b4b1f872c
Merge pull request #49056 from Chaosus/vs_color
2021-05-26 11:07:22 +03:00
Yuri Roubinsky
8f9b91dab1
Implements expandable color ports in visual shaders
2021-05-26 10:45:53 +03:00
Gilles Roudière
78ad206d74
Add TileMap grid editor settings.
2021-05-25 10:23:57 +02:00
Yuri Roubinsky
6772f70ec3
Fixes adding nodes on dragging in visual shaders
2021-05-24 13:50:10 +03:00
Rémi Verschelde
7cb23e4306
Merge pull request #48956 from Chaosus/vs_fix_adding_multiple_resources_undo
...
Fixes non-atomary action of dragging resources on visual shader graph
2021-05-24 12:21:35 +02:00
Rémi Verschelde
6580d1798a
Merge pull request #48829 from Chaosus/vs_comment_node_fixes
...
Prevents VisualShaderNodeComment from overlapping its content
2021-05-24 12:21:19 +02:00
Hugo Locurcio
21807f8d88
Fix editor constantly redrawing when freelook is active with still camera
...
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).
2021-05-23 19:50:53 +02:00
Rémi Verschelde
809948f977
Merge pull request #40397 from KoBeWi/silent_seeker
...
Allow to move timeline without moving animation
2021-05-23 17:28:21 +02:00
kobewi
0ac5be1e67
Reset Shader Editor scroll when changing shader
2021-05-23 13:54:45 +02:00
kleonc
07d346dfa5
SpriteFramesEditor Minor fixes
2021-05-23 10:59:21 +02:00
Hugo Locurcio
80f4e407b2
Add a keyboard shortcut to select the word under cursor in TextEdit
...
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.)
2021-05-22 23:47:43 +02:00
Yuri Roubinsky
084648bd18
Basic warning support implementation for the Godot Shading Language.
2021-05-22 19:24:31 +03:00
Paulb23
00e10a842f
Add custom background line colour to TextEdit and remove marked lines
2021-05-22 14:41:55 +01:00
Yuri Roubinsky
7f5b074b4b
Fixes non-atomary action of dragging resources on visual shader graph
2021-05-22 08:16:56 +03:00
Rémi Verschelde
3b3a55ca04
Merge pull request #48918 from groud/fix_tilemap_y_sort
...
Fixes TileSet Y-sort not working and TileSet not saving correctly
2021-05-22 00:26:36 +02:00
Gilles Roudière
7d80480b72
Fixes TileSet Y-sort not working and TileSet not saving correctly
2021-05-21 10:13:37 +02:00
Rémi Verschelde
28c7e28403
Merge pull request #48895 from JFonS/fix_viewport_rotation_control
...
Fix swapped front/rear directions in viewport rotation control.
2021-05-20 20:54:40 +02:00
jfons
e70e33ddcf
Fix swapped front/rear directions in viewport rotation control.
2021-05-20 16:28:38 +02:00
Rémi Verschelde
a6a75e2c09
Merge pull request #48812 from groud/tilemap_scenes_painting
...
Implement scenes tiles in TileMaps
2021-05-20 14:32:40 +02:00
Rémi Verschelde
342f3efc7e
Merge pull request #48882 from aaronfranke/approx-use-double
...
Make is_equal_approx have explicit float and double versions
2021-05-20 14:17:58 +02:00
Gilles Roudière
d8bb53cd21
Implement scenes tiles in TileMaps
2021-05-20 13:12:03 +02:00
Rémi Verschelde
4219a4cb6f
Fix typos with codespell
...
Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Aaron Franke
b5b6d3a8ec
Make is_equal_approx have explicit float and double versions
2021-05-20 06:18:11 -04:00
Yuri Roubinsky
f100fb9f10
Updates script list colors after theme is changed
2021-05-20 09:02:59 +03:00
Yuri Roubinsky
a1657b0356
Prevents VisualShaderNodeComment from overlapping its content
2021-05-19 11:57:11 +03:00
Hugo Locurcio
16876bec76
Fix crash when trying to save with no scenes and scripts open
...
This could occur when attempting to save project settings when
no scenes or scripts are open (which is common in a brand new project).
2021-05-18 19:48:38 +02:00
Rémi Verschelde
35edb77d1f
Merge pull request #37796 from Gogsi/master
...
Improve consistency in file order
2021-05-18 11:45:05 +02:00
Georgi Genkov
a8c83a7b35
Change EditorFileSystem and ScriptEditor file sorting order to improve consistency.
...
Fixes #37721 .
2021-05-18 10:42:06 +02:00
trollodel
bca0d36fe6
Improve TreeItem API and allow to move nodes
2021-05-17 22:06:46 +02:00
Rémi Verschelde
6c367f8e0d
Merge pull request #48168 from LightningAA/control-to-ctrl-4.0
2021-05-17 17:38:02 +02:00
Rémi Verschelde
37c3b33253
Merge pull request #48605 from sent44/scripteditor_get_codeedit
...
Add `get_base_editor` to `ScriptEditorBase`
2021-05-16 23:06:01 +02:00
sent44
2b30728ebf
Add get_base_editor to ScriptEditorBase
2021-05-15 18:47:00 +07:00
llschuster
6b55ec2ca9
text-editor: fix Clicking warning doesn't center around line
2021-05-13 17:07:39 +02:00
Yuri Sizov
3a66c22e71
Add outlines and contrasting backgrounds to the editor UI elements
2021-05-12 01:45:56 +03:00
Michael Alexsander
6dad72db69
Fix small issues with capitalization in the new TileMap editor
2021-05-10 18:08:07 -03:00
Hugo Locurcio
32cb88b410
Hide the 3D editor selection box when View Gizmos is disabled
2021-05-10 19:21:55 +02:00
Rémi Verschelde
a8a51cd75c
Merge pull request #46808 from pycbouh/theme-editor-better-create-ui
...
Refactor Create Theme menu in Theme Editor
2021-05-09 14:21:37 +02:00
Hugo Locurcio
39f9b92f54
Save the current script when pressing Ctrl + S if no scene is open
...
- Tweak the dialog messages to be more informative.
- The "Saved N modified resources" dialog is not a warning per se,
so make it more explicit.
2021-05-09 12:29:50 +02:00
Yuri Sizov
912420b078
Refactor Create Theme menu in Theme Editor
2021-05-09 03:13:19 +03:00
Lightning_A
97fecd1b69
Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods
2021-05-07 14:00:50 -06:00
Rémi Verschelde
c3f7465b7e
Merge pull request #48535 from groud/tiles_squashed
...
TileSet and TileMap rework (squashed)
2021-05-07 20:46:06 +02:00
Gilles Roudière
a3dda2df85
Rework the TileSet resource and TileMap nodes:
...
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
2021-05-07 18:06:17 +02:00
Rémi Verschelde
8962d36bb1
Merge pull request #33577 from Calinou/highlight-control-flow-keywords
...
Highlight control flow keywords with a different color
2021-05-07 00:52:50 +02:00
Rémi Verschelde
6e621441ca
Merge pull request #45607 from Calinou/improve-editor-theme
...
Improve the editor theme
2021-05-06 16:45:07 +02:00
Hugo Locurcio
0ade686601
Save the current script when adding a new method via signal connection
...
This makes it possible for external editors to pick up the changes.
Most modern editors should reload the file automatically,
but some older/lightweight editors may ask the user instead
(or only warn after trying to save in the external editor).
This closes #41283 .
2021-05-05 23:31:15 +02:00
Hugo Locurcio
e905e8f145
Highlight control flow keywords with a different color
...
This makes them easier to distinguish from other keywords.
2021-05-05 22:38:12 +02:00
Rémi Verschelde
e189ff55a7
Merge pull request #48378 from Calinou/editor-improve-audio-inspector-preview
...
Improve the editor audio preview inspector appearance and functionality
2021-05-04 17:58:28 +02:00
Aaron Franke
0de9a7d803
Rename doubleclick
to double_click
2021-05-04 04:38:08 -04:00
Rémi Verschelde
0d819ae5f5
Merge pull request #48403 from kleonc/tilemap-editor-modulate-autotile-preview
...
TileMapEditor Modulate autotile previews
2021-05-03 16:00:50 +02:00
kleonc
3f1b95cfb1
TileMapEditor Modulate autotile previews
2021-05-03 14:58:02 +02:00
kleonc
a1b903066e
TileMapEditor::_bucket_fill Check autotile coordinates only if autotile is selected
2021-05-03 14:49:52 +02:00
Michael Alexsander
46e0161737
Add comment highlighting to script thumbnails
2021-05-02 21:48:37 -03:00
Hugo Locurcio
a50a81b703
Improve the editor audio preview inspector appearance and functionality
...
- Make the timeline indicator thicker and with an indicator triangle,
similar to the animation editor timeline.
- Add Space bar shortcut to play/pause the audio preview.
- Only seek when clicking or dragging with the left mouse button,
not other mouse buttons.
2021-05-02 14:37:45 +02:00
Rémi Verschelde
0e93a1df79
Remove obsolete LargeTexture, it's no longer useful since 3.x
...
It existed in early Godot releases to allow working around hardware limitations
on max texture sizes (e.g. hardware limits of 1024x1024 pixels).
Nowadays the max texture size supported natively by Godot is 16384x16384, and
even low end mobile hardware should support at least 4096x4096.
The LargeTexture implementation is basically just an array with offsets, sizes
and textures and should be easy to replicate with a custom Texture resource if
needed - solving most of its bugs on the way as the implementation removed here
has various unimplemented or incomplete methods.
2021-04-28 15:51:55 +02:00
Rémi Verschelde
305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
...
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Hugo Locurcio
60b70c77e0
Improve the editor theme
...
The editor theme now makes use of rounded corners and less borders
to follow modern visual trends.
The default theme's colors were also tweaked to make the blue hue
more subtle (similar to the Arc theme, which was removed as a
consequence). The Alien theme was replaced by a Breeze Dark theme,
which should blend in well with the KDE theme.
2021-04-27 22:38:26 +02:00
Rémi Verschelde
95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling
2021-04-27 19:07:12 +02:00
Rémi Verschelde
8247667a3e
Core: Drop custom copymem
/zeromem
defines
...
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639
.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Rémi Verschelde
b95a82d46a
Merge pull request #47826 from Chaosus/vs_fix_default_input_overriding
...
Prevents default values of VSNodeCustom from overriding by a script
2021-04-27 10:42:51 +02:00
Rémi Verschelde
759b876b8a
Merge pull request #46593 from pycbouh/theme-editor-better-edit-ui
...
Refactor Edit Theme menu in Theme Editor
2021-04-23 23:12:25 +02:00
jfons
4d9d99bb82
Implement occlusion culling
...
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
Rémi Verschelde
8ba06e3161
Merge pull request #47448 from madmiraal/rename-lineedit-cursor
...
Rename LineEdit getters and setters to match property names
2021-04-19 10:40:29 +02:00
Yuri Sizov
2524238bb3
Refactor Edit Theme menu in Theme Editor
2021-04-18 17:55:49 +03:00
Yuri Roubinsky
8ae5c6c6ec
Fix sky
visual shader mode after last rename
2021-04-17 20:59:48 +03:00
Marcel Admiraal
86822b187e
Rename LineEdit caret_* properties getters and setters to match property
2021-04-17 12:41:23 +01:00
Rémi Verschelde
2e87857d75
Merge pull request #47629 from Calinou/editor-allow-center-selection-without-selection
...
Allow Center Selection to work without any selection in 2D/3D editors
2021-04-16 12:47:47 +02:00
Rémi Verschelde
c7a4e2196e
Merge pull request #47878 from clayjohn/rename-get_surface_material
...
Rename get_surface_material to get_surface_override_material
2021-04-15 07:57:15 +02:00
clayjohn
92731d292c
Rename get_surface_material to get_surface_override_material
2021-04-14 20:24:03 -07:00
reduz
d3b49c416a
Refactor GLSL shader compilation
...
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
Rémi Verschelde
6b39980ea9
Merge pull request #47856 from ray90514/bug#47555
...
Fix multi-selection doesn't correctly show in the inspector
2021-04-14 13:43:35 +02:00
ray90514
16decbc0ee
Fix multi-selection doesn't correctly show in the inspector
2021-04-13 18:09:53 +08:00
Yuri Roubinsky
8d3e46098b
Prevents default values of VSNodeCustom from overriding by a script
2021-04-12 14:41:08 +03:00
Rémi Verschelde
4a1f2dcb74
Merge pull request #47531 from fire/update-skeleton-display
...
Update Skeleton3D inspector Bone Transforms
2021-04-12 00:19:23 +02:00
Haoyu Qiu
c8a40c8005
Fix 3D selection box size for Node3D
2021-04-11 15:15:52 +08:00
Rémi Verschelde
8b6e3d6375
Merge pull request #46340 from gongpha/various-color-picker
...
Add Various ColorPicker shapes
2021-04-10 13:29:50 +02:00
Aaron Franke
b8f66d58b6
Show a message when trying to zoom farther than the limit
2021-04-09 11:21:09 -04:00
Rémi Verschelde
8ca8868ef9
Merge pull request #47733 from Calinou/editor-tweak-frame-time-display
...
Tweak frame time display in the editor
2021-04-09 15:37:02 +02:00
Hugo Locurcio
88518d28ba
Tweak frame time display in the editor
...
- Pad decimal values to avoid layout shifts when the frame time
changes.
- Cap values to 0.01 milliseconds to avoid division by zero
in the FPS counter.
2021-04-09 14:58:24 +02:00
Haoyu Qiu
879a290ed9
Fixes Node3D rotation in select mode on macOS
2021-04-09 12:31:26 +08:00
Kongfa Waroros
6294507acb
Add Various ColorPicker shapes
2021-04-06 22:48:03 +07:00
Rémi Verschelde
d83761ba80
Style: Apply clang-tidy's readability-braces-around-statements
2021-04-05 14:09:59 +02:00
Rémi Verschelde
0f0c0e5933
Style: Apply clang-tidy's modernize-use-bool-literals
2021-04-05 13:16:35 +02:00
Rémi Verschelde
77dc4c3cb6
Merge pull request #47636 from qarmin/input
...
Fix crashes in *_input functions
2021-04-05 11:54:08 +02:00
Rémi Verschelde
789646e201
Merge pull request #47632 from Calinou/asset-search-autofocus
...
Automatically focus the Search field when displaying asset library
2021-04-05 11:38:48 +02:00
Rémi Verschelde
189aa6340e
Merge pull request #47408 from megalobyte/remove-float-recast
...
Use double when setting the default step size
2021-04-05 11:37:06 +02:00
Rafał Mikrut
504bc5cc67
Fix crashes in *_input functions
2021-04-05 08:52:21 +02:00
Hugo Locurcio
d89d00ac7e
Automatically focus the Search field when displaying asset library
...
- Focus the project search box when switching from the Templates tab
back to the Projects tab in the project manager.
- Add a context-specific placeholder for the asset library search box.
- Rename "Search" project filter box placeholder to the more
descriptive "Filter projects". When performing a search on an
existing selection, "Filter" is more accurate than "Search".
2021-04-05 01:45:39 +02:00
Hugo Locurcio
fc055e1993
Allow Center Selection to work without any selection in 2D/3D editors
...
When there is no selection, the camera will center around the
world origin.
This helps people get back to the world center if they haven't added
any nodes yet.
2021-04-04 19:58:46 +02:00
Rémi Verschelde
a864a703ee
Merge pull request #47624 from Chaosus/vs_fix_context_menu_separator
...
Fix few bugs in the context menu for Comment node in visual shaders
2021-04-04 18:33:34 +02:00
Yuri Roubinsky
0fecd4ee4d
Fix separator duplication in visual shader context menu
2021-04-04 17:55:42 +03:00
Yuri Roubinsky
44af52d62c
Prevents TextureUniform in visual shaders from conversion to constant
2021-04-04 17:32:44 +03:00
Rémi Verschelde
cbf5408685
Merge pull request #46273 from Chaosus/vs_comment
...
Added Comment node to Visual Shaders
2021-04-04 16:04:12 +02:00
Yuri Roubinsky
5af08e5e65
Fix typo in visual shader context menu
2021-04-04 15:31:04 +03:00
Rémi Verschelde
4b6e9f3157
Merge pull request #46991 from madmiraal/rename-invert-reverse
...
Rename Array.invert() to Array.reverse()
2021-04-01 13:32:22 +02:00
megalobyte
d0f3817876
Use double when setting the default step size
...
Casting it as a float was causing issues with the progress bar
2021-03-31 22:28:08 -07:00
K. S. Ernest (iFire) Lee
182accc2e0
Update Skeleton3D inspector Bone Transforms
2021-03-31 09:19:01 -07:00
Rémi Verschelde
6b25c94bd6
Merge pull request #47519 from AndreaCatania/AndreaCatania-patch-4
...
Fixes editor crash on closing
2021-03-31 12:47:25 +02:00
AndreaCatania
79f55fcded
Fixes editor crash on closing
...
Fixes editor crash when the gizmo is destroyed and the `SceneTree` is already freed.
2021-03-31 11:53:32 +02:00
Marcel Admiraal
fd30c36985
Rename Texture.get_data() to get_image()
2021-03-28 13:00:46 +01:00
Tomasz Chabora
79fea30cd2
Allow for easier editing of rect CollisionShape2D
2021-03-25 23:10:59 +01:00
Hugo Locurcio
b191a7547c
Rename the .shader
file extension to .gdshader
...
This lets third-party software recognize Godot shaders more easily,
without relying on guesswork since the `.shader` extension is generic.
2021-03-24 21:33:44 +01:00
Kyle
2b775bd698
Fixes ctrl-click function line centering
...
When ctrl-clicking in the code editor, the view will now be centered on the function result.
Also replaces a circumstance where goto_line_centered should be used.
2021-03-24 12:29:14 -04:00
Aaron Franke
10d7fccb54
Rename ButtonList enum and members to MouseButton
2021-03-23 07:13:23 -04:00
Marcel Admiraal
755c70b871
Rename Array.invert() to Array.reverse()
...
Does the same internally for List and Vector<>, which includes all
PackedArray types.
2021-03-21 10:20:08 +00:00
Rémi Verschelde
48ee9cd690
Merge pull request #47123 from Calinou/tweak-3d-editor-grid-default-min-division
...
Tweak the 3D editor grid default to not go below subdivisions of 1 meter
2021-03-21 01:19:23 +01:00
Hugo Locurcio
3472c3f6ea
Tweak the 3D editor grid default to not go below subdivisions of 1 meter
...
Small subdivisions aren't useful that often and make it difficult for
people to get a sense of scale in 3D.
2021-03-21 00:41:12 +01:00
Tomasz Chabora
f45e4c57f1
Allow to move timeline without moving animation
2021-03-21 00:24:16 +01:00
Rémi Verschelde
9febc206fe
Merge pull request #46740 from KoBeWi/ 🎵 🎵 🎵
...
Fix audio player not resetting after wav finishes
2021-03-20 22:47:19 +01:00
kobewi
daa62ccaa3
Fix audio player not resetting after wav finishes
2021-03-20 20:16:53 +01:00
Rémi Verschelde
6608d99291
Merge pull request #47001 from madmiraal/rename-sprite_2d-region_enabled
...
Rename Sprite.region_enabled getter and setter methods to match properties
2021-03-20 18:36:17 +01:00
andybarcia
558b08e6d9
Fixes TileMap editor copy bug.
2021-03-19 12:09:28 +01:00
Haoyu Qiu
eac806547f
Fix AnimationTree editor crash when renaming node
2021-03-16 00:21:20 +08:00
Dominik 'dreamsComeTrue' Jasiński
a99a671034
Reset ruler tool when switching tools with shortcuts
...
Fixes : #37056
2021-03-15 00:28:52 +01:00
Marcel Admiraal
3dcdb84660
Rename Sprite.region_enabled getter and setter to match properties
...
Also renames Sprite2D.region_filter_clip property and its setter to
region_filter_clip_enabled and set_region_filter_clip_enabled.
2021-03-14 17:31:49 +00:00
jmb462
6525d74623
Fix Asset Library URL not updating after been changed in editor settings
...
The changes made in this commit refresh the URL OptionButton when editor settings are modified.
No need to restart any more for the changes to appear in the Asset Library.
Fix #46977
2021-03-13 22:55:59 +01:00
Rémi Verschelde
223a06955e
Merge pull request #46978 from jmb462/fix-hardcoded-maya-style-pan-key-modifier
...
Fix hardcoded Maya style navigation pan key modifier (Fix #46973 )
2021-03-13 22:03:40 +01:00
Rémi Verschelde
0444f5ac47
Merge pull request #46946 from Calinou/editor-sprite-frames-zoom-hidpi
...
Scale zoom values in the SpriteFrames editor for hiDPI displays
2021-03-13 21:49:43 +01:00
jmb462
31077d875e
Fix hardcoded Maya style navigation pan key modifier
...
ALT key modifier was hardcoded is node_3d_editor_plugin.cpp and didn't take editor settings into account.
Fix #46973
2021-03-13 20:45:14 +01:00
mujpao
030703dd30
Update viewport after Polygon2D deselected
2021-03-12 17:22:46 -08:00
Hugo Locurcio
e5c5b9570f
Scale zoom values in the SpriteFrames editor for hiDPI displays
...
This closes #46836 .
2021-03-12 19:05:45 +01:00
Rémi Verschelde
0bef220f0a
Merge pull request #46759 from qarmin/crashes_others
...
Fix crashes when manipulating nodes in editor
2021-03-09 17:19:07 +01:00
Rémi Verschelde
14f330c95e
Merge pull request #46771 from socket220/master
...
pop-up usability enhancement for support-level button
2021-03-08 16:02:09 +01:00
gatalskii
efe05a166e
mod: pop-up usability enhancement for support button
...
Now after choosing support level pop-up doesn't hide after each click
2021-03-07 22:51:40 +03:00
Hugo Locurcio
25c6acb702
Make the pagination buttons wider in the asset library browser
...
This makes the page number buttons easier to click.
2021-03-07 20:11:58 +01:00
Rafał Mikrut
f81ecb498b
Fix crashes when manipulating nodes in editor
2021-03-07 15:14:24 +01:00
Rémi Verschelde
05248535f7
Merge pull request #46641 from KoBeWi/unsaved_forever
...
Don't save unchanged script upon closing
2021-03-06 21:06:06 +01:00
kobewi
12f5a5a701
Don't save unchanged script upon closing
2021-03-06 20:17:19 +01:00
jmb462
068300c7c9
Adding Raycast3D custom debug shape thickness and color
2021-03-04 11:17:26 +01:00
Rémi Verschelde
ec7053259b
Merge pull request #41437 from KoBeWi/put_it_here
...
Allow to create a node at specific position
2021-03-01 15:48:53 +01:00
Rémi Verschelde
c2799893f4
Merge pull request #46544 from Chaosus/tilemap_signal_fix
...
Check before connecting `TileMapEditor::settings_changed`
2021-03-01 11:59:11 +01:00
Yuri Roubinsky
1e7662f972
Check before connecting TileMapEditor::settings_changed
2021-03-01 10:25:33 +03:00
Andy Maloney
14c50fdb94
Fix gizmo names
...
Commit 5ef62e546f
renamed EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name", but it wasn't done everywhere. Because EditorNode3DGizmoPlugin inherits from Resource, it was then using Resource::get_name() which resulted in null names.
Fixes godotengine/godot#46349
2021-02-28 20:52:53 -05:00
Rémi Verschelde
7b685a1558
Merge pull request #46452 from hilfazer/click_mesh_instance_crash_40
...
Prevent crash when clicking Mesh in MeshInstance when is scene root
2021-02-26 21:00:12 +01:00
hilfazer
1810654369
Prevent crash when clicking Mesh in MeshInstance when is scene root
2021-02-26 19:28:09 +01:00
Tomasz Chabora
8df22a03c4
Allow to create a node at specific position
2021-02-26 14:40:28 +01:00
Vedat Günel
929da94e2c
Add outline to dragged guide text
2021-02-26 03:12:50 +03:00
trollodel
85a776ddcd
Allow CollisionObject3D to show collision shape meshes
...
Add an editor gizmo to CollisionObject3D.
CollisionShape3D no longer shows collision shapes directly.
2021-02-24 18:50:13 +01:00
Michael Alexsander
0bc7049099
Apply minor visual enhancements to the Sun/Env Preview
2021-02-23 11:21:26 -03:00
reduz
d6a9cff8b7
Add preview Sun and Environment
...
* Adds both a preview sun and preview environment to the 3D editor.
* They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene.
* If any is added to the scene, the respective preview is disabled.
* Changed WorldEnvironment to better handle multiple node versions.
* Added a function in SceneTree to get the first node in a group.
* Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
2021-02-22 16:56:29 -03:00
hilfazer
442e550114
Prevent selecting hidden nodes in 3D and Canvas Item editors
2021-02-21 11:58:31 +01:00
Yuri Roubinsky
fe3051fcce
Added Comment node to Visual Shaders
2021-02-21 12:40:17 +03:00
reduz
083aa9b95e
Refactor Process Mode
...
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192
* PauseMode is now ProcessMode, containing the following states:
```
PROCESS_MODE_INHERIT, // same as parent node
PROCESS_MODE_NORMAL, // process only if not paused
PROCESS_MODE_PAUSE_ONLY, // process only if paused
PROCESS_MODE_ALWAYS, // process always
PROCESS_MODE_DISABLED, // never process
```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18 20:39:55 -03:00
Rémi Verschelde
310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
...
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez
8e128726f0
Modernize atomics
...
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
Eric M
49714b0963
Removed hardcoded shortcuts from /scene and converted to input actions
...
This removes hardcoded actions from things like LineEdit and TextEdit.
Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
2021-02-18 16:22:51 +01:00
reduz
64140eaf42
Reorganize Project Settings
...
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Rémi Verschelde
7f63d6e848
Merge pull request #46105 from Calinou/assetlib-retry-button-only-failure
...
Only display the assetlib Retry button if the download failed
2021-02-17 08:10:27 +01:00
Hugo Locurcio
508011a57f
Only display the assetlib Retry button if the download failed
2021-02-17 02:00:22 +01:00
Aaron Franke
7d9ad2b845
Use Vector3.UP as a default value for look_at's up vector
2021-02-16 18:33:23 -05:00
reduz
288540a690
Fix editor always redrawing
...
-Only update rendering settings when project settings change
-Fixes the update spinner (and editor rendering) updating all the time.
-Added a "project_settings_changed" signal to EditorNode and EditorPlugin
2021-02-13 14:57:28 -03:00
Rémi Verschelde
5011a22731
Merge pull request #45932 from goostengine/sprite-convert-compressed
...
Fix sprite editor conversion tools to handle compressed textures
2021-02-12 23:11:51 +01:00
Andrii Doroshenko (Xrayez)
1cd7a16c10
Fix sprite editor conversion tools to handle compressed textures
2021-02-12 21:42:07 +02:00
reduz
f8d03b98e7
Improve resource load cache
...
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
reduz
1aa2823fa3
Removed _change_notify
...
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Rémi Verschelde
d93f75fae5
Merge pull request #45698 from KoBeWi/callables_are_love_callables_are_life
...
Change sort_custom/bsearch_custom to use Callables
2021-02-05 09:30:19 +01:00
kobewi
fb83d905da
Change sort_custom/bsearch_custom to use Callables
2021-02-04 14:37:52 +01:00
Michael Alexsander
2d4cda89e1
Make margins obey the snap option in the TextureRegion editor
2021-02-03 22:44:17 -03:00
Tom Langwaldt
f995d6cd17
Fix swapped front/rear view
2021-02-02 19:44:38 +01:00
Yuri Roubinsky
ee3b51250a
Fix port previews for uniforms in visual shaders
2021-02-02 13:41:05 +03:00
Rémi Verschelde
b24c24f64b
Merge pull request #45594 from JFonS/improve_3d_grid
...
3D editor grid improvements
2021-02-01 23:18:24 +01:00
jfons
73e62dffb9
3D editor grid improvements
...
This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.
I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
2021-02-01 22:19:54 +01:00
Rémi Verschelde
d2e1216504
Merge pull request #37547 from aaronfranke/tau
...
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Rémi Verschelde
2d134b6ddd
Merge pull request #45596 from Calinou/editor-add-viewport-resolution
...
Add viewport resolution to the 3D editor's View Information pane
2021-02-01 20:43:34 +01:00
Rémi Verschelde
d811f86102
Merge pull request #45281 from Chaosus/vs_unify
...
Unified several visual shader nodes
2021-02-01 08:56:03 +01:00
Rémi Verschelde
fe217efa2c
Merge pull request #45506 from Chaosus/vs_connection_fix
...
Attempt to connect to first correct port on dragging in visual shader
2021-02-01 08:55:06 +01:00
Hugo Locurcio
85ed695836
Add viewport resolution to the 3D editor's View Information pane
2021-01-31 00:21:36 +01:00
Aaron Franke
e829b7aee4
Unify URI encoding/decoding and add to C#
...
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28 07:45:01 -05:00
Yuri Roubinsky
3927066cac
Attempt to connect to first correct port on dragging in visual shader
2021-01-27 17:34:43 +03:00
Gordon MacPherson
86c7faa169
Fix zero scaling and material mappings being mapped to wrong fields
...
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004
note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26 19:48:18 +00:00
Rémi Verschelde
7601ccb0f1
Merge pull request #45202 from aaronfranke/assetlib-url
...
Move the Asset Library API URLs to the Editor Settings
2021-01-26 15:25:53 +01:00
Rémi Verschelde
268f32bada
Merge pull request #45226 from Chaosus/vs_expression_port
...
Auto-creates a port in visual shader expression on dragging from (and to)
2021-01-26 12:50:40 +01:00
Rémi Verschelde
887d3ee733
Merge pull request #43875 from addmix/create-physical-skeleton-collider-fix
...
Create physical skeleton collider orientation fix
2021-01-26 00:35:23 +01:00
Rémi Verschelde
6cba658934
Merge pull request #44194 from madmiraal/fix-font_selected_color
...
Change themes font_color_selected to font_selected_color
2021-01-26 00:03:40 +01:00
Yuri Sizov
9d9d0f0bc9
Fix minimap capturing events and improve its theme
...
Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:07 +03:00
reduz
a9beb7aa8c
Shadow map rendering optimization
...
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
Marcel Admiraal
8eb39f4e8b
Change themes *_color_* to *_*_color
...
Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color
Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
2021-01-24 06:28:49 +00:00
reduz
099dee35f4
Added GPU based cluster builder
...
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
Yuri Roubinsky
4618e09f3b
Added SDF nodes to visual shader
2021-01-18 15:04:54 +01:00
Yuri Roubinsky
de5a8128d7
Unified several visual shader nodes
2021-01-18 13:32:12 +03:00
Hugo Locurcio
fa1d853eeb
Hide the rotation gizmo when editor cinematic preview is enabled
...
Cinematic preview enables the Camera3D preview automatically.
When previewing a Camera3D, the rotation gizmo isn't displayed as
it can't be used.
2021-01-18 03:19:05 +01:00
Yuri Roubinsky
d87303d058
Auto-creates a port in visual shader expression on dragging from
2021-01-16 12:57:09 +03:00
Yuri Roubinsky
c955a16b39
Fix invalid visual shader context menu popup size
2021-01-15 19:55:21 +03:00
Rémi Verschelde
c7fb7674c8
Merge pull request #44805 from Chaosus/vs_convert
...
Add convert options between constants and uniforms in visual shaders
2021-01-15 16:58:26 +01:00
Rémi Verschelde
d1f2644cfa
Merge pull request #45164 from Calinou/texture-region-editor-line-background
...
Draw a "background" line behind the dashed line in TextureRegion editor
2021-01-15 15:58:32 +01:00
Rémi Verschelde
8a33107086
Merge pull request #35572 from dankan1890/drag_sheet
...
Create spritesheet for SpriteFrames by drag and dropping.
2021-01-15 09:17:05 +01:00
Aaron Franke
925d28e822
Move the asset library API URLs to the Editor Settings
2021-01-15 01:30:40 -05:00
Hugo Locurcio
656aba1273
Draw a "background" line behind the dashed line in TextureRegion editor
...
This makes the dashed line visible on any background.
2021-01-13 17:22:37 +01:00
Rémi Verschelde
af878716f2
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-12 19:32:53 +01:00
Rémi Verschelde
1218441b16
Merge pull request #44514 from madmiraal/split-os-execute
...
Split OS::execute into two methods
2021-01-12 16:17:04 +01:00
dankan1890
390ff22a8c
Create spritesheet for SpriteFrames by drag and dropping.
...
Close godotengine/godot-proposals#378
2021-01-12 00:51:59 +01:00
Michael Alexsander
4194447a21
Fix script list only showing their names regardless of display option
2021-01-11 18:01:21 -03:00
Yuri Roubinsky
69033672b7
Pushes visual shader code preview to separate window
2021-01-11 14:23:59 +03:00
Marcel Admiraal
2a74b388d0
Split OS::execute into two methods
...
1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
2021-01-09 10:03:23 +00:00
Aaron Franke
1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code
2021-01-09 03:47:14 -05:00
Rémi Verschelde
3d359d1311
Merge pull request #44283 from jeffuntildeath/fix-stf-offset
...
Fixed incorrect offset of snap to floor
2021-01-08 07:53:45 +01:00
Rémi Verschelde
0abd7e7b35
Merge pull request #44892 from KoBeWi/gentle_drag
...
Commit CanvasItem state only if it changed
2021-01-05 14:12:59 +01:00
kobewi
036f6a3fa8
Commit CanvasItem state only if it changed
2021-01-05 13:06:15 +01:00
Rémi Verschelde
8a1c37dc22
Merge pull request #44893 from Chaosus/shader_reference
...
[4.0] Fix shader editor documentation link
2021-01-05 12:01:20 +01:00
Yuri Roubinsky
88924bbbc6
Fix shader editor documentation link
2021-01-05 13:46:33 +03:00
Rémi Verschelde
f4d8733777
Merge pull request #44890 from KiritoAM/my-bug-fix
...
Fix for reselecting a TileMap node without first de-selecting it #44824
2021-01-05 10:48:41 +01:00
Rafał Mikrut
8e7cbf315e
Fix Leak with Gradient in Node3DEditorViewport
2021-01-04 10:06:46 +01:00
andrew-softdev
15cffe060c
Fix for reselecting a TileMap node without first de-selecting it
2021-01-03 15:44:36 +00:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
...
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Yuri Roubinsky
c98c6eadbe
Add convert options between constants and uniforms in visual shaders
2020-12-30 13:07:08 +03:00
Rémi Verschelde
59b30e1d23
Merge pull request #44709 from Calinou/editor-frame-time-color
...
Color 3D editor frame time labels depending on the performance level
2020-12-29 17:41:40 +01:00
Rémi Verschelde
edccc0bbdf
Merge pull request #44759 from Huberion/master
...
Fix Scrollbar range calculation error
2020-12-29 11:05:44 +01:00
Hugo Locurcio
8221037be0
Add an editor setting for the 3D selection box color
...
A restart is required to apply the setting change.
2020-12-29 07:35:59 +01:00
Rémi Verschelde
6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
...
Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Rémi Verschelde
44357ddc28
Editor: Fix invalid use of Node::get_viewport() after rename of EditorNode::get_viewport()
...
Fixes #44761 , was a regression from #44524 .
The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport()
(which was a bug in itself, fixed by #44524 ), so once it was renamed the existing code
relying on it fell back to the now available Node::get_viewport().
This might bite some thirdparty modules too.
2020-12-28 19:51:39 +01:00
Rémi Verschelde
4ca98c7a35
Merge pull request #44183 from madmiraal/box_shape-size
...
Use a size Vector for adjusting the size of Rectangles and Boxes
2020-12-28 16:06:50 +01:00
Rémi Verschelde
058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
...
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
BiBi
849a8b5f58
Fix Scrollbar range calculation error
...
When zoomed in, the right and bottom edges of the resource image will be outside the viewing area.
2020-12-28 22:49:18 +08:00
Rémi Verschelde
8f4c4bb610
Merge pull request #44434 from madmiraal/rename-camera3d-near-and-far
...
Rename Camera3D near and far getters and setters
2020-12-28 14:57:31 +01:00
Rémi Verschelde
feb4e5ed2c
Merge pull request #44569 from madmiraal/rename-unselect-deselect
...
Rename unselect to deselect
2020-12-28 14:53:43 +01:00
Marcel Admiraal
b743a2ef3c
Rename Math::stepify to snapped
2020-12-28 13:01:30 +00:00
Marcel Admiraal
5b937d493f
Rename empty() to is_empty()
2020-12-28 10:39:56 +00:00
Rémi Verschelde
783ec77dbf
Merge pull request #44500 from Calinou/editor-gizmo-hover-brightness-variable
...
Move the brightness factor for highlighted 3D gizmos to a variable
2020-12-27 23:16:47 +01:00
Hugo Locurcio
507e9b12a4
Move the brightness factor for highlighted 3D gizmos to a variable
...
See
8522ac7711 (r45230326)
.
2020-12-27 22:20:36 +01:00
kobewi
e0e55a8358
Fix Layout menu not working
2020-12-27 20:11:36 +01:00
Hugo Locurcio
b188913384
Color 3D editor frame time labels depending on the performance level
...
This provides easier visual grepping for each value
(CPU time, GPU time, FPS).
2020-12-26 22:59:46 +01:00
Yuri Roubinsky
8c2363922e
Makes strings translatable on right-click menu in visual shader
2020-12-25 16:43:39 +03:00
Rémi Verschelde
c4c211c3b7
Merge pull request #44605 from madmiraal/rename-control-margin
...
Rename Control margin to offset
2020-12-23 18:24:00 +01:00
Marcel Admiraal
4b8b803931
Rename Control margin to offset
2020-12-23 06:25:56 +00:00
Rémi Verschelde
8ad0ff8ae5
Merge pull request #44487 from bruvzg/ctl_fixes_2
...
[CTL] Fix RTL scrolling and tabs selection.
2020-12-23 01:15:29 +01:00
Michael Alexsander
ed488b72a6
Fix filename disambiguation on scripts in certain occasions
2020-12-22 17:27:06 -03:00
Marcel Admiraal
7b293eddfb
Rename unselect to deselect
2020-12-21 10:26:41 +00:00
bruvzg
1adea98d07
Use integer text position in scroll container, TextEdit and canvas editor, to ensure sharp text rendering.
...
Use integer font align/advance with any font scaling, to ensure sharp text rendering.
2020-12-21 07:49:27 +02:00
Michael Alexsander
221738fb81
Disable "Commit" button in VCS plugin if there's no commit message
2020-12-20 14:52:26 -03:00
Marcel Admiraal
ecf8ae5bcf
Rename Camera3D near and far getters and setters
...
Renames:
- get_znear() -> get_near()
- set_znear() -> set_near()
- get_zfar() -> get_far()
- set_zfar() -> set_far()
2020-12-20 13:46:57 +00:00
Pedro J. Estébanez
b7367ac426
Add animation reset track feature
...
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2020-12-20 12:45:08 +01:00
Rémi Verschelde
e9d12f9e4e
Merge pull request #44521 from madmiraal/rename-rect2-clip
...
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 21:32:14 +01:00
Rémi Verschelde
93acaca8ca
Merge pull request #44528 from Janglee123/no-commit-msg-pre-fill
...
Removed default commit message
2020-12-19 21:29:29 +01:00
janglee
718227df6b
Removed default commit message
2020-12-20 00:09:18 +05:30
Hugo Locurcio
7ae487d2bb
Increase the default Camera Zfar to 4000
...
This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
2020-12-19 14:52:44 +01:00
Marcel Admiraal
2df9a8ccad
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 12:59:08 +00:00
reduz
d2302f53d6
Implement automatic LOD (Level of Detail)
...
-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
Marcus Brummer
ec97962261
Changed the rotation gizmo handle to use the active axis color
2020-12-16 14:32:02 +01:00
Rémi Verschelde
f9d922b057
Merge pull request #36530 from KoBeWi/text_with_backdrop
...
Add outline to ruler tool
2020-12-15 13:00:15 +01:00
Rémi Verschelde
a8df739d7e
Merge pull request #44384 from Calinou/increase-manipulator-gizmo-opacity
...
Increase the default 3D manipulator gizmo opacity for better visibility
2020-12-15 12:57:52 +01:00
Hugo Locurcio
8522ac7711
Increase the default 3D manipulator gizmo opacity for better visibility
...
- Brighten gizmos when highlighted to make the difference between a
non-highlighted and a highlighted gizmo more visible.
- Tweak the manipulator gizmo size property hint.
2020-12-14 23:44:51 +01:00
Tomasz Chabora
f2751f47b0
Add outline to ruler tool
2020-12-14 23:29:22 +01:00
Marcel Admiraal
8509c8c8fc
Rename AcceptDialog get_ok() to get_ok_button()
...
Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-14 18:43:52 +00:00
jeffuntildeath
4f171afecc
Snap To Floor improperly offsets node
...
fix for issue #44282
AABB for collision geometry was being calculated based on parent nodes transform without consideration for collision geometries translation.
Also hopefully clarified logic for selecting starting point for ray cast
2020-12-10 20:36:51 -06:00
Rémi Verschelde
d4d05783d6
Merge pull request #44248 from Nickswoboda/fix-dragging-0-items
...
Fix scene being modified when arrows are pressed with no node selected
2020-12-10 11:15:34 +01:00
Rémi Verschelde
47538ef9a4
Merge pull request #44234 from jeffuntildeath/master
...
fix for snap to floor editor crash bug
2020-12-10 10:52:24 +01:00
Nick Swoboda
66827337fd
Fix scene being modified when arrows are pressed with no node selected
2020-12-09 16:52:12 -08:00
jeffuntildeath
52f6e0b5ad
fix for snap to floor editor crash bug
...
fix for issue #44231 : snap_selected_nodes_to_floor() results in an editor
crash when a child collisionshape has invalid shape object
2020-12-09 12:09:41 -06:00
Marcus Brummer
0e4f2ca860
Asset Library: Scroll up the ScrollContainer after page load
2020-12-09 15:24:26 +01:00
Rémi Verschelde
c567a97178
Merge pull request #44218 from aaronfranke/grid-inst-err
...
Fix trying to set grid visibility on an invalid instance
2020-12-09 13:02:38 +01:00
Rémi Verschelde
114f97ff11
Merge pull request #44128 from KoBeWi/ 🧹
...
Cleanup unused engine code
2020-12-09 13:01:50 +01:00
Aaron Franke
8c1d94ebae
Fix trying to set grid visibility on an invalid instance
2020-12-09 06:33:20 -05:00
Tomasz Chabora
2c048ea164
Cleanup unused engine code
2020-12-09 12:12:36 +01:00
bruvzg
644f739660
Static analyzer fixes:
...
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
Rémi Verschelde
90bdba576a
Merge pull request #43742 from qarmin/editor_modules_default_values
...
Initialize class/struct variables with default values in platform/ and editor/
2020-12-08 15:53:42 +01:00
Marcel Admiraal
d5d99aaed6
Use rectangle size instead of extents for Shape dimensions
2020-12-08 11:57:46 +00:00
Marcel Admiraal
a24c38d1a8
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-06 18:16:06 +00:00
Aaron Franke
1b348b3c17
Remove connect *_compat methods
2020-12-05 17:56:47 -05:00
Nick Swoboda
70c946f82d
Change minimum snap step of Tile Set to 1
2020-12-05 08:18:16 -08:00
Rémi Verschelde
c574b4d086
Merge pull request #44091 from madmiraal/rename-cubemesh-boxmesh
...
Rename CubeMesh to BoxMesh
2020-12-05 16:48:15 +01:00
Marcel Admiraal
df6b061dbb
Rename CubeMesh BoxMesh
2020-12-05 11:48:26 +00:00
Aaron Franke
5ef62e546f
Rename EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name"
2020-12-04 19:34:50 -05:00
Rémi Verschelde
a84ad91280
Merge pull request #43896 from RandomShaper/fix_rel_probe_vis
...
Put misc. 3D tool visible instances on their own layer
2020-12-03 13:29:16 +01:00
reduz
70f5972905
Refactored Mesh internals and formats.
...
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
2020-12-02 13:07:59 -03:00
Rafał Mikrut
e1811b689b
Initialize class/struct variables with default values in platform/ and editor/
2020-12-02 16:09:11 +01:00
Rémi Verschelde
d1231be1c8
Merge pull request #41095 from ThakeeNathees/GDScript-Documentation
...
GDScript(2.0) Documentation generation system
2020-12-02 14:15:38 +01:00
Rémi Verschelde
fbbbd9f601
Merge pull request #39743 from aaronfranke/limit-zoom
...
Limit the editor zoom and freelook speed based on camera settings
2020-12-02 13:35:51 +01:00
Yuri Roubinsky
dd32d7b7ee
Fixed some errors when changing port name in visual shader expressions
2020-12-02 13:27:37 +03:00
Aaron Franke
896a297c1f
Limit the zoom and freelook speed based on camera settings
2020-12-01 16:14:24 -05:00
Thakee Nathees
42bfa16996
Refactor DocData into core and editor (DocTools) parts
2020-12-02 00:48:39 +05:30
Yuri Roubinsky
b74f1abd25
Fix few bugs in visual shader expressions
...
Fixed few bugs in visual shader expressions
2020-12-01 16:55:52 +03:00
Yuri Roubinsky
a9e5701e2a
Fixed crash in visual shader on changing input when preview is visible
2020-12-01 12:11:44 +03:00
Rémi Verschelde
c653e9c470
Merge pull request #42825 from Chaosus/fix_grid_hotkey
...
Changes 'always show grid' hotkey to prevent conflict with 'pan mode'
2020-11-30 19:09:13 +01:00
Thakee Nathees
d0e7d9b62f
Documentation generation for GDScript
...
- ClassDoc added to GDScript and property reflection data were extracted
from parse tree
- GDScript comments are collected from tokenizer for documentation and
applied to the ClassDoc by the GDScript compiler
- private docs were excluded (name with underscore prefix and doesn't
have any doc comments)
- default values (of non exported vars), arguments are extraced from the
parser
- Integrated with GDScript 2.0 and new enums were added.
- merge conflicts fixed
2020-11-29 19:45:36 +05:30
Yuri Roubinsky
82d64ebd19
Fixed several visual shader inputs
...
Fixed several inputs in visual shaders
2020-11-29 16:10:05 +03:00
Yuri Roubinsky
07e752585c
Fixed invalid visual shader outputs (TRANSMISSION, ALPHA_SCISSOR)
2020-11-28 20:42:59 +03:00
Rémi Verschelde
a09846e015
Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-rework
...
Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
2020-11-28 09:04:25 +01:00
Rémi Verschelde
a6751e6c58
Merge pull request #41100 from bruvzg/ctl_text_server_interface
...
[Complex Text Layouts] Implement TextServer interface.
2020-11-28 09:03:15 +01:00
Pedro J. Estébanez
4eb3286230
Put misc. 3D tool visible instances on their own layer
...
This makes that visible stuff invisible to ReflectionProbes, whose preview in the editor shouldn't involve them.
2020-11-26 20:11:00 +01:00
bruvzg
3be31c4960
[Complex Text Layouts] Refactor TextEdit and CodeEdit controls.
2020-11-26 14:25:50 +02:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
...
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Yuri Roubinsky
3e1e01b7ab
Added extra warning to VisualShaderNodeTexture + fix warning appearing
2020-11-26 14:53:47 +03:00
Addmix
177e62a7e4
Update skeleton_3d_editor_plugin.cpp
2020-11-25 17:35:27 -07:00
Rémi Verschelde
613b76cfd5
Merge pull request #43861 from JFonS/fix_gizmo_defval
...
Fix binding of default value in EditorSpatialGizmoPlugin::get_material()
2020-11-25 19:28:05 +01:00
jfons
e6949dae72
Fix binding of default value in EditorSpatialGizmoPlugin::get_material()
...
It was commented for some reason I can't remember.
2020-11-25 18:55:07 +01:00
lupoDharkael
eeedef8295
Clear connection from/to empty after used
...
The connection data provided by _connection_from_empty and
_connection_to_empty was not cleared and caused unwanted
connections in some cases.
2020-11-25 01:11:24 +01:00
Eric M
7941235e06
Add is_valid() check for InputEventKey in CanvasItemEditor.
2020-11-23 21:52:15 +10:00
Eric M
efe5c250d5
Implement new shortcuts system.
...
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
2020-11-23 21:14:26 +10:00
Rémi Verschelde
c9bd11a479
Merge pull request #43668 from GryphonClaw/master
...
added shortcuts/hotkeys for tileset editor plugin collision buttons, …
2020-11-19 14:17:23 +01:00
Aaron Franke
71d1909b39
Update the 3D grid when the "View Grid" checkbox is changed
2020-11-19 05:29:37 -05:00
GryphonClaw
cf582262c2
added shortcuts/hotkeys for tileset editor plugin collision buttons, with suggested changes.
2020-11-18 19:54:27 -08:00
Haoyu Qiu
381ba7d554
Fixes rotation in select mode on macOS
2020-11-18 18:16:22 +08:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script
2020-11-16 23:38:11 -05:00
Rémi Verschelde
a7d610db16
Merge pull request #43408 from rcorre/path-gizmos-4.0
...
Make Path3D handles visible and consistent with 2D.
2020-11-12 13:12:49 +01:00
Ryan Roden-Corrent
8458ba0aef
Proposal 1246: Make Path3D handles more visible.
...
Resolves godotengine/godot-proposals#1246 .
It is difficult to tell the difference between the handles for adjusting
curves and the points themselves when looking at a Path gizmo.
This re-uses the icons used for Path2D.
Unlike Path2D, this does not use a different icon for smooth vs sharp
points, as using a potentially different material for each point would
prevent batching the points in add_handles (and adding them out-of-order
messes up other logic based on handle indices).
This includes a public API change to allow specifying a texture for a
handle material. This allows spatial gizmo plugins to customize the way
a handle is rendered, if desired, but does not break existing behavior
(as providing no texture uses the default).
The path handle icons were resized as well. 16x16 is the standard icon
size. These icons were 10x10 rather than 16x16, and appeared rather
small in the editor.
To resize, I:
- Opened the original in Inkscape
- Resized the document to 16x16
- Opened the transform dialog
- Scaled by 160% proportionally
- Used Align/Distribute to center on the page
- Saved the document
- Cleaned with `svgcleaner --multipass`
2020-11-12 06:37:56 -05:00
Hugo Locurcio
8a3a4fa3a0
Improve the 3D editor selection box appearance
...
- Draw two boxes slightly offset from each other to give the illustion
of a thicker outline.
- Decrease the offset compared to the 3D node's AABB to give a more
accurate representation of its size.
- Make the box fully visible instead of only displaying the corners.
- Draw a x-ray version of the box that's more translucent, but visible
through walls. This helps make the box more visible while still
having a sense of depth.
- Use an orange color similar to the 2D editor.
2020-11-09 16:24:12 +01:00
reduz
127458ed17
Reorganized core/ directory, it was too fatty already
...
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
reduz
f2397809a8
Refactored Variant Operators.
...
-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
2020-11-06 12:45:50 -03:00
Aaron Franke
a4f963f2c9
Move call to update the 3D grid into check for updating the view
2020-11-04 04:03:28 -05:00
Rémi Verschelde
be14d9d644
Merge pull request #42979 from Mallos/fix/tilemap-floodfill
...
fix(editor): TileMap floodfill with same tile ID and different variation
2020-11-02 17:05:43 +01:00
Rémi Verschelde
9ab6cef2ad
Merge pull request #43192 from YeldhamDev/poly2deditor_buttons_flat
...
Set previous tool buttons in the Polygon2D editor to be flat again
2020-10-29 21:35:34 +01:00
Michael Alexsander
3b0cb48bcd
Set previous tool buttons in the Polygon2D editor to be flat again
2020-10-29 16:53:41 -03:00
Michael Alexsander
4b74019ca3
Fix "Move Points" button sometimes not showing up on UV mode in the Polygon2D editor
2020-10-29 16:45:17 -03:00
Rémi Verschelde
a3396fabd5
Merge pull request #42995 from Ev1lbl0w/bugfix-zoom-visibility
...
Fix visibility issue with zoom label
2020-10-26 11:15:50 +01:00
Ev1lbl0w
0a581a39d4
Fix visibility issue with zoom label
2020-10-26 09:44:17 +00:00
Rémi Verschelde
368a464e49
Merge pull request #42229 from Calinou/2d-editor-improve-undo-log-messages
...
Improve undo log messages in the 2D editor for additional context
2020-10-26 09:34:57 +01:00
Rémi Verschelde
8ee44cc60c
Merge pull request #43075 from Xrayez/color-ramp-to-gradient
...
Fixup `ColorRamp` to `Gradient` renames
2020-10-26 08:44:27 +01:00
Rémi Verschelde
33ff670d30
Merge pull request #43050 from Pleto/enhance_tileset_sorting
...
Enhancement for tileset sorting
2020-10-26 08:10:53 +01:00
Pleto
0e392bd177
Enhancement for tileset sorting
2020-10-26 06:34:14 +02:00
David Sichma
5b1ddcbf40
Gizmo handles transparent again
2020-10-25 23:01:22 +01:00
Andrii Doroshenko (Xrayez)
8ce2f401dd
Fixup ColorRamp
to Gradient
renames
2020-10-25 18:32:44 +02:00
reduz
84d734da0e
Refactored 2D shader and lighting system
...
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00
Rémi Verschelde
11f362b510
Merge pull request #35766 from YeldhamDev/poly2d_uv_editor_improvements
...
Minor improvements to the Polygon 2D UV editor
2020-10-24 01:47:40 +02:00
Eric Tuvesson
8cf88f8ff4
fix(editor): Create new icon for TileMap Rectangle
...
ref: #42972
2020-10-22 13:28:34 +02:00
Eric Tuvesson
cefca25796
fix(editor): TileMap floodfill with same tile ID and different variation
...
Closes https://github.com/godotengine/godot/issues/40435
2020-10-21 23:56:44 +02:00
Rémi Verschelde
17f682226d
Merge pull request #42904 from Xrayez/rects-rename-fixup
...
Fixup `ColorRect` and `TextureRect` renames
2020-10-19 22:34:40 +02:00
Juan Linietsky
85ebf40b6c
Merge pull request #38097 from Calinou/add-viewport-debanding
...
Add a debanding property to Viewport
2020-10-19 14:15:44 -03:00
Hugo Locurcio
996740de43
Improve undo log messages in the 2D editor for additional context
...
Undo/redo log messages will now specify the modified node's
name (or number of modified nodes if several were modified).
On top of that, the new position/rotation/scale/pivot offset
will also be mentioned in the message.
2020-10-19 18:59:52 +02:00
Andrii Doroshenko (Xrayez)
9c3a33a4e8
Fixup ColorRect
and TextureRect
renames
2020-10-19 19:34:35 +03:00
Rémi Verschelde
6b20859984
Merge pull request #42558 from Chaosus/vs_curve
...
Added visual shader node to easy gather data from a CurveTexture
2020-10-19 14:58:45 +02:00
Yuri Roubinsky
f402e1e675
Added VisualShaderNodeCurve to easy gather data from a CurveTexture
2020-10-18 09:57:15 +03:00
Yetizone
09356c1f67
node_3d_editor_plugin.h: Update header guard
2020-10-17 18:52:17 +03:00
Yuri Roubinsky
1c546fdaea
Changes 'always show grid' hotkey to prevent conflict with 'pan mode'
2020-10-15 17:30:43 +03:00
Yuri Roubinsky
8351266117
Fix visual shader node expression undo/redo for set_size and expression
2020-10-15 16:11:38 +03:00
Yuri Roubinsky
1fee310a9a
Fix copy/paste/duplicate for particle mode in visual shaders
2020-10-15 11:33:06 +03:00
Yuri Roubinsky
9b5d6f785b
Refactor delete nodes functions in visual shader editor
2020-10-15 10:24:27 +03:00
Rémi Verschelde
1aa8f356e1
Merge pull request #42489 from auderer/tilemapeditor-refocus
...
Reset TileMapEditor painting state on application refocus
2020-10-13 10:00:04 +02:00
Yuri Roubinsky
bf37ab52b3
Merge pull request #42692 from Chaosus/vs_add_metallic
...
Adds Metallic to spatial light input of visual shaders
2020-10-10 17:47:56 +03:00
Yuri Roubinsky
f4eef287f9
Adds Metallic to spatial light input of visual shaders
2020-10-10 16:55:36 +03:00
Rémi Verschelde
ca2c0b8937
Merge pull request #42568 from DavidSichma/fix-aabb-update
...
Make AABB change trigger bounding box update
2020-10-10 10:55:52 +02:00
reduz
26f5bd245c
Implement GPU Particle Collisions
...
-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
2020-10-09 13:25:47 -03:00
Haoyu Qiu
e9bec0d76b
Adds pan gesture to StateMachine editor
2020-10-09 20:15:32 +08:00
David Sichma
7701889048
aabb change updates bounding box
...
spatial editor will now update the bounding box if aabb or transform
changes
2020-10-05 12:56:57 +02:00
Duroxxigar
4834e14493
Updated getters and setters names for toplevel
2020-10-02 19:09:01 -04:00
Michael Auderer
6d510453e5
initialize refocus_over_tile to false
...
Co-authored-by: Tomek <kobewi4e@gmail.com>
2020-10-02 10:42:12 -04:00
Rémi Verschelde
19f72beebb
Merge pull request #42451 from Duroxxigar/rename-toplevel
...
Renamed toplevel to be top_level
2020-10-02 10:57:23 +02:00
Michael Auderer
70a4cd1afe
Reset TileMapEditor painting on application refocus
...
Treats application unfocus as a mouse release for
TOOL_PAINTING, by finishing the undo state and
resetting the tool. Also sets a flag to prevent extra
lines from being drawn when the application is refocused.
fixes #42398 , fixes #24970
2020-10-02 01:48:14 -04:00
Yuri Roubinsky
17d588f7b3
Merge pull request #42467 from Chaosus/vs_fix_bug
...
Updates size of float constant in visual shader if empty is selected
2020-10-01 18:33:23 +03:00
Yuri Roubinsky
fa35733b4c
Updates size of float constant in visual shader if empty is selected
2020-10-01 18:19:36 +03:00
Rémi Verschelde
c646768ba2
Merge pull request #40473 from rcorre/gizmo-doc
...
Fix return type on EditorNode3DGizmoPlugin::get_priority.
2020-10-01 14:28:38 +02:00
Rémi Verschelde
56dee7015f
Merge pull request #42458 from groud/fix_cursor_rotation
...
Fix scale cursor rotation and handle diagonal ones
2020-10-01 12:51:02 +02:00
Gilles Roudière
6dd19af439
Fix scale cursor rotation and handle diagonal ones
2020-10-01 12:19:45 +02:00
Yuri Roubinsky
50a80db50f
Add an option to select a predifined constant in visual shader editor
2020-10-01 11:11:49 +03:00
Duroxxigar
b687ace7f9
Renamed toplevel to be top_level
2020-10-01 03:17:33 -04:00
Hugo Locurcio
95773bb3c1
Make the pressed autokey icon red to emphasize its "recording" status
2020-09-29 23:22:21 +02:00
Yuri Roubinsky
1f73d122d8
Merge pull request #42407 from Chaosus/vs_drag_and_drop
...
Drag & drop 3d/2d array/cubemap texture to visual shader
2020-09-29 15:45:17 +03:00
Yuri Roubinsky
2652debde0
Drag & drop 3d/2d array/cubemap texture to visual shader
2020-09-29 15:27:36 +03:00
Hugo Locurcio
6055db2a72
Automatically start searching in the asset library when entering text
...
Entering text will now start searching automatically after 0.25 seconds
have passed (debounce delay).
This removes the need for a separate Search button.
2020-09-29 12:46:49 +02:00
Rémi Verschelde
bebf424c80
Merge pull request #42078 from Chaosus/vs_rename_type
...
Renames Type to OpType in VisualShaderNodeMultiplyAdd
2020-09-29 10:34:22 +02:00
Rémi Verschelde
b2e07dd308
Merge pull request #42094 from JFonS/rotation_gizmo_improvements
...
Improve rotation gizmo
2020-09-28 10:36:35 +02:00
Rémi Verschelde
c12fc4fa04
Merge pull request #42373 from groud/draw_selection_last
...
Draw selected item on top of everything else
2020-09-27 19:55:48 +02:00
Gilles Roudière
16532f51ef
Draw selected item on top of everything else
2020-09-27 18:47:38 +02:00
Gilles Roudière
8e6da0b808
Fix error when dragging anchors with parent's size == 0
2020-09-27 17:44:06 +02:00
Yuri Roubinsky
11043b1a8f
Fix undo for moving multiple visual shader nodes
2020-09-27 14:05:19 +03:00
Rémi Verschelde
78304b904f
Merge pull request #42150 from DashCell/resize_tile_shape_fixed
...
Resize the tile shapes when a vertex is outside of the tilesheet
2020-09-23 10:51:02 +02:00
Yuri Roubinsky
81a44a4145
Fix expressions nodes in visual shaders
2020-09-22 23:07:55 +03:00
Yuri Roubinsky
477f6c880e
Fix UniformRef invalid updating when LineEdit focus out
2020-09-22 09:56:24 +03:00
Yuri Roubinsky
07fb960a88
Fix some bugs in visual shader editor
2020-09-21 22:19:20 +03:00
Dashcell
5355169d3c
Fixes the resize of tile shapes when a vertex is outside of the tilesheet. Fix #34970
2020-09-17 21:14:46 -03:00
JFonS
5cd9e04447
Improve rotation gizmo
...
Hide the back sides of the rotation gizmo circles and add a white
outline for better visualization of the rotation "sphere".
2020-09-15 17:12:53 +02:00
Yuri Roubinsky
f137f14e1c
Renames Type to OpType in VisualShaderNodeMultiplyAdd
...
To prevent possible conflicts with C# and other languages.
2020-09-15 11:06:18 +03:00
Rémi Verschelde
45f4d8fc92
Merge pull request #42038 from hoontee/_42027
...
Fix "Create Trimesh Collision Sibling" transform
2020-09-14 09:19:42 +02:00
hoontee
3cbd626328
Fix "Create Trimesh Collision Sibling" transform
2020-09-13 17:42:52 -05:00
Yuri Roubinsky
0fd9ad8801
Fix visual shader connection regression
2020-09-13 23:48:59 +03:00
Yuri Roubinsky
f726ef1cd7
[VisualShader] Fixes default node's input port not hiding on connection
2020-09-13 19:59:01 +03:00
Yuri Roubinsky
c24e2075cd
Update shader graph if mode is changed
2020-09-12 12:44:01 +03:00
Yuri Roubinsky
8dbf3d7c44
Improve performance of Add/Remove/Connect/Change nodes in visual shader
2020-09-11 15:45:18 +03:00
Paulb23
c0da97d29c
Remove breakpoints from editor settings
2020-09-10 20:35:28 +01:00
Paulb23
33ab9cd621
Move safe line color into editor
2020-09-10 20:35:28 +01:00
Paulb23
d18a90b8f0
Move ConnectionGutter to editor code_editor
2020-09-10 20:35:28 +01:00
Paulb23
4d7df24d46
Add main_gutter (breakpoints, bookmarks, execution lines) to code_edit
2020-09-10 20:35:28 +01:00
Paulb23
1353ed5e44
Added Line numbers to CodeEdit
2020-09-10 20:35:28 +01:00
Paulb23
a0b409cb14
Add and convert editor to use CodeEdit
2020-09-10 20:35:27 +01:00
Rémi Verschelde
49283cb80d
Merge pull request #41795 from Hassan-A/tilemap-rotate-fix
...
Fix tilemap tile preview on horizontal/vertical flips.
2020-09-10 12:02:19 +02:00
Yuri Roubinsky
5ba8246cfb
Added Texture3D to visual shaders
2020-09-10 07:40:06 +03:00
Rémi Verschelde
ab7e7b8116
Merge pull request #41926 from Calinou/rename-shortcut-sentence-case
...
Rename ShortCut to Shortcut which is more grammatically correct
2020-09-09 22:39:29 +02:00
Hugo Locurcio
3e0226515e
Rename ShortCut to Shortcut which is more grammatically correct
...
See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980 .
2020-09-09 21:54:54 +02:00
Yuri Roubinsky
da488ff041
Fix build warning in visual_shader_editor
2020-09-09 22:00:21 +03:00
Juan Linietsky
1ce46f2a3f
Merge pull request #41918 from reduz/implement-3d-textures
...
Implement 3D textures as import and resource format.
2020-09-09 14:40:22 -03:00
reduz
a674da4eec
Implement 3D textures as import and resource format.
2020-09-09 13:50:21 -03:00
Yuri Roubinsky
14a24fa19c
Improve performance for Show/Hide port preview in visual shaders
2020-09-09 19:24:55 +03:00
Yuri Roubinsky
ea49d8b9d5
Improve performance of Undo:change node position in visual shader
2020-09-09 11:29:40 +03:00
Yuri Roubinsky
dc6685d28f
Remakes particles in visual shaders
2020-09-07 13:33:51 +03:00
Haz
3f5413693c
Fix tilemap tiles on horizontal/vertical flips
2020-09-06 16:00:36 -04:00
Yuri Roubinsky
de097b9327
Removes redundant code & fix documentation for VisualShaderNodeCustom
2020-09-06 12:09:15 +03:00
Yuri Roubinsky
004d8e86a6
Use flags instead TYPE_ enum in visual shaders editor
2020-09-06 10:43:14 +03:00
Marcel Admiraal
879390680b
Make PosVertex to Vertex slicing explicit.
2020-09-04 13:22:20 +01:00
Rémi Verschelde
dc8d8d1b5d
Merge pull request #40996 from Calinou/improve-debug-editor-tooltips
...
Improve editor tooltips related to debugging
2020-09-04 10:07:21 +02:00