This can be used to speed up iteration by starting the import process
earlier when saving files in the project folder. This also allows getting
visual feedback on changes without having to click the editor window,
which is useful with multi-monitor setups.
The downside is that this increases idle CPU usage and may steal CPU
time from other applications when importing resources, so this is
disabled by default.
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.
Key changes include:
- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.
Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
This ensures contributors can see when something forces the
editor to redraw constantly.
The existing boolean `true` value will be casted to `1` in the setting,
so it'll switch to Enabled automatically if the setting was previously
enabled.
Now that GDScript type hints improve performance since Godot 4.0
and the community is increasingly getting used to typed GDScript,
it makes sense to add type hints by default.
Official demos will also be moving to type hints at some point
in the future, further increasing the relevance of enabling type
hints out of the box.
The editor setting makes it possible to tweak V-Sync status
independently of the project setting.
Use cases:
- Decrease input lag and increase editor responsiveness when editing
a project that has V-Sync enabled.
- Avoid tearing when editing a project that has V-Sync disabled.
This PR also adds default font styles for RichTextLabels
in the editor, and improves the introduction dialog
when you don't have any local projects available.
The offline mode is implemented in the asset library
plugin, alongside some code improvements.
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
This change adds a new editor setting related to theming
which controls base and additional spacing used in the
generated editor theme. These values can also be changed
manually by the user to customize their experience.
Limited effort was applied to make sure both Compact and
Spacious presets work and look fine, but further tuning
and adjustments are totally expected. Some controls will
require layout changes or additional fixes to their constants.
Fixes the issue by adding a mechanism by which the functions that were
previously disappearing can be profiled too. This is optional with
an editor setting, since collecting more information naturally slows the engine
further while profiling.
Fixes#23715, #40251, #29049
This prevents using zero or negative values, which are invalid and
will cause various issues in the editor (such as the inspector never
updating until the editor is closed and reopened).
The follow options were added to the (new) `run/window_placement/android_window` editor setting:
- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
- `Auto`: choose how to run the project based on the device screen size
We initially added an option to disable constraining the 2D editor view.
This setting was still enabled by default to avoid confusing users
who end up scrolling too far away from their current scene
(which is a problem if you don't know about the F key to focus
on the selection).
However, it's probably a better choice to unconstrain the 2D editor view
by default because:
- Lots of people don't know about this setting and wonder how they
can scroll far away from the scene. This feels really limiting for them,
and it can even lead to some people thinking Godot intentionally limits
scene sizes.
- The 3D editor doesn't have such a contrain mechanism.
This makes the 2D editor more consistent with the 3D editor.
When enabled, this scales the editor icons to improve usability on touchscreen devices.
In addition this commit fixes touch detection for the collision_shape_2d_editor_plugin so it scales with the icons size.
The project manager can now only create projects that use a rendering
method compatible with the current platform. Rendering methods that
are disabled at build-time are also grayed out (only for OpenGL).
While it is possible in theory to create a project using Forward+
on web (thanks to the automatic fallback),
it will look different once edited on a desktop platform.
- Separate editor interface and property translations.
- Add property translation in TranslationServer.
- The split and merge of the POT/PO/Makefiles and extract scripts is done
directly in godot-editor-l10n, the files will be removed in the next commit.
- Remove the hardcoded "to_include" lists from the SCsub, we'll only commit the
files which are ready to inclue.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Antialiasing cannot be adjusted on fonts rendered with MSDF.
Internally, Godot always uses grayscale antialiasing for those fonts.
This also tweaks property hints for consistency, and renames
uses of "sub-pixel" to the more commonly used "subpixel".
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.