Juan Linietsky
4396e98834
Refactored Input, create DisplayServer and DisplayServerX11
2020-03-26 15:49:32 +01:00
Yuri Roubinsky
1358febfa1
Merge pull request #37287 from Chaosus/vs_sky
...
Added sky shader mode to visual shaders
2020-03-26 08:38:19 +03:00
Yuri Roubinsky
898b843718
Added sky shader mode to visual shaders
2020-03-25 19:04:42 +03:00
Andrea Catania
277696d6c5
Fixed IK rotation issue
2020-03-24 10:06:24 +01:00
Rémi Verschelde
ed9a0d0484
Merge pull request #37179 from clayjohn/VULKAN-sky-shader
...
Implement Sky Shaders
2020-03-22 20:03:35 +01:00
clayjohn
61a74739ca
Working sky shader implementation
2020-03-21 20:43:44 -07:00
Rémi Verschelde
7ed9da0a54
Merge pull request #37161 from simpuid/positon-gizmo-fix
...
Fixes transform gizmo position when node has default transform
2020-03-21 15:31:47 +01:00
simpuid
19825436d4
Fixes transform gizmo position when node has default transform
...
Changes made:
* Added dirty bit for SpatialEditorSelectedItem's last_xform
* SpatialEditorViewport checks that dirt bit too before skipping the selection
2020-03-21 18:31:46 +05:30
johan
1c02906a6f
Editor 2D: Change pixel alignment strategy, fix jittering in high zoom
...
Alignment of scene pixels on screen pixel ensure a crisp rendering of small features (such as text). Unfortunately, alignment of top left pixel on screen adds a lot of jittering when zooming at high zoom factor.
This change allow to snap the top left scene pixel on the closest screen pixel (not only the top-left most), and we do so only when the scale factor is an integer.
2020-03-18 12:37:14 -04:00
Rémi Verschelde
cb282c6ef0
Style: Set clang-format Standard to Cpp11
...
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Rémi Verschelde
2a49798c7b
Merge pull request #36970 from JFonS/fix_viewports_update
...
Update all editor viewports after settings changes
2020-03-14 23:46:58 +01:00
JFonS
55b478afd9
Update all editor viewports after settings changes
2020-03-14 20:47:12 +01:00
Hugo Locurcio
e90beade15
Tweak the built-in script naming for resources with custom names
...
This makes the script name appear before the scene file name,
which ensures it's always visible even if the list of scripts is too
narrow to display the full name.
This only impacts built-in scripts with custom resource names.
Unnamed resources will still use `<scene_file>::<id>` naming
in the list of scripts.
2020-03-13 15:20:42 +01:00
Rémi Verschelde
951ecc4f79
Merge pull request #36518 from Janglee123/no-underlined-keywords
...
Removed underlining of not clickable symbols
2020-03-12 22:24:43 +01:00
janglee
50a570c9c1
Removed underlining for not clickable symbols
2020-03-11 08:57:21 +00:00
JFonS
a0af3094b4
Fix rotation gizmo for empty Spatials
...
The AABB for an empty Spatial has 0 size, since the stored and
compared Transform was scaled by the AABB size, it would completely
destroy the rotation information. If there is no rotation
information, the gizmo doesn't update when the rotation changes.
2020-03-10 16:23:22 +01:00
Rémi Verschelde
1500e40ccf
Merge pull request #36887 from MCrafterzz/relativeSnap
...
Made snap relative work on rotation as well
2020-03-10 10:17:42 +01:00
Fabio Alessandrelli
95c4ba80c5
Fix "deploy with remote debug" editor option.
...
The line to update the option was missing (rendering it useless).
Of course the only one I didn't know how to test was broken.
2020-03-10 04:06:19 +01:00
Rémi Verschelde
478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
...
ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
Marcus Elg
97a07bada7
Made snap relative work on rotation as well
2020-03-09 17:00:47 +01:00
Rémi Verschelde
af015f79d3
Merge pull request #36917 from volzhs/cancel-snap-setting
...
Update snap setting only with OK
2020-03-09 12:19:56 +01:00
Rémi Verschelde
1f37c8e048
Merge pull request #36914 from guilhermefelipecgs/fix_check_view_information
...
Fix the VIEW_INFORMATION checkbox not being selected (visually)
2020-03-09 12:17:07 +01:00
Rémi Verschelde
e162c07af9
Merge pull request #36920 from Faless/debugger/more_instances
...
Move Debug menu logic to DebuggerEditorPlugin, allow 4 debug instances
2020-03-09 12:01:14 +01:00
Fabio Alessandrelli
bfc1b76803
Allow running/debugging up to 4 instances.
2020-03-09 09:43:54 +01:00
jfons
7055a926ff
Add rotation widget to 3D viewport
2020-03-08 23:38:29 +01:00
Fabio Alessandrelli
4d623b70d7
Move Debug menu logic to DebuggerEditorPlugin
2020-03-08 22:57:48 +01:00
volzhs
667a981d4d
Update snap setting only with OK
...
restore previous values with cancel
2020-03-09 04:31:11 +09:00
Guilherme Felipe
126cec41e6
Fix the VIEW_INFORMATION checkbox not being selected
...
Generated id of "Display Advanced..." was in conflict with "View Information"
2020-03-08 15:34:41 -03:00
Fabio Alessandrelli
540ca05a80
Threaded networking for editor debugger.
2020-03-08 12:16:09 +01:00
Rémi Verschelde
fdda39a506
Signals: Don't pass default binds to EditorProperty property_changed
...
This was done by mistake in #36758 , but it's not necessary and actual
causes a bug.
`property_changed` is only emitted via `emit_changed()`, which already
has default values for `p_field` and `p_changing`.
Also reverted to using `String` for now to be on the safe side, even if
it's inconsistent with `emit_changed()`. I had only changed it
partially in #36758 so it was inconsistent. It probably does make sense
to port `EditorInspector` and related property editors to use
`StringName` where relevant, but that's for a dedicated PR.
Fixes #36799 .
2020-03-05 15:35:44 +01:00
Rémi Verschelde
7c9e15238e
Merge pull request #36739 from Calinou/improve-giprobe-editor-label
...
Improve the GIProbe editor contextual label
2020-03-04 22:41:25 +01:00
Rémi Verschelde
48ed841dd0
Signals: Fix some regressions from #36426
...
- Fix `callable_mp` bindings to methods which used to have default
arguments passed to `bind_method`. We now have to re-specify them
manually when connecting.
- Re-add `GroupsEditor::update_tree` binding.
- Misc code quality changes along the way.
2020-03-03 11:44:06 +01:00
Hugo Locurcio
46bc1a7c3f
Improve the GIProbe editor contextual label
...
- Change the label color depending on the estimated performance
(green = fast, yellow = average, red = slow).
- Use the Unicode multiplication symbol.
- Make the label translatable.
2020-03-02 22:09:38 +01:00
Rémi Verschelde
e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
...
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Rémi Verschelde
cb91f8d971
Merge pull request #36406 from nathanwfranke/revert-fix-signal-errors
...
Partial revert "Fix two signal errors"
2020-02-29 12:11:53 +01:00
Mateo Dev .59
b8f08b42e7
Signals: Fix signals error prints for the new signal system
2020-02-28 14:24:09 +01:00
Rémi Verschelde
f742dabafe
Signals: Manually port most of remaining connect_compat uses
...
It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde
01afc442c7
Signals: Port connect calls to use callable_mp
...
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Rémi Verschelde
4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
...
Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
Andrea Catania
483994601d
Renamed NavigationPolygonInstance to NavigationRegion2D
2020-02-28 08:28:53 +01:00
Rémi Verschelde
2d904d2f80
Merge pull request #36232 from Calinou/add-soft-line-length-guideline
...
Add a soft line length guideline to the script editor
2020-02-27 21:10:42 +01:00
Rémi Verschelde
eaf909dcf9
Merge pull request #36490 from Calinou/assetlib-error-version-compatibility
...
Mention version compatibility when there are no results in the assetlib
2020-02-27 21:08:39 +01:00
Rémi Verschelde
38c78a9ab6
Merge pull request #36333 from Calinou/decrease-script-editor-split-width
...
Decrease the script editor's default split width to 70
2020-02-27 20:54:23 +01:00
Andrea Catania
3b64ecbc4b
Renamed NavigationMeshInstance to NavigationRegion
2020-02-27 17:42:53 +01:00
Rémi Verschelde
ac446570d6
Merge pull request #36545 from nathanwfranke/syntax-highlight-int-types
...
Fix autocomplete and highlighting for new integer types
2020-02-27 14:20:10 +01:00
Yuri Roubinsky
7aaad99afb
Place paste after copy in new popup menu in visual shader
...
+ renamed _on_nodes_delete to _delete_nodes
2020-02-27 13:55:41 +03:00
Yuri Roubinsky
2d548b4d1a
Added popup menu for some actions in visual shaders
2020-02-27 12:54:26 +03:00
nathanwfranke
2dd498df70
Fix autocomplete and GDScript Highlighting for types
...
Types include new integer types and others
2020-02-26 16:13:28 -06:00
Hugo Locurcio
7348dfb5b7
Fix a typo in the "Create Single Convex Collision Sibling" option
2020-02-26 22:25:55 +01:00
Yuri Roubinsky
9cfd2ed564
Fix resizer icon color in VisualScripts/Shaders when graph headers is on
2020-02-26 17:48:58 +03:00
Yuri Roubinsky
1e8108310a
Changed float type to int for INDEX visual shader input
2020-02-26 16:39:42 +03:00
Yuri Roubinsky
4a3d277623
Add support for integer type in visual shaders
2020-02-26 10:12:06 +03:00
Juan Linietsky
33b5c57199
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
...
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
bruvzg
1af06d3d46
Rename scancode
to keycode
.
...
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Rémi Verschelde
15e6a82faf
Signals: Fix invalid connections to missing callbacks
...
These bugs existed since those lines were added, so I assume that
their intended use is no longer relevant.
2020-02-23 23:48:44 +01:00
Hugo Locurcio
5dd851e849
Mention version compatibility when there are no results in the assetlib
...
This closes #36469 .
2020-02-23 23:27:42 +01:00
nathanwfranke
ad15edbc65
Partial revert "Fix two signal errors"
...
This partially reverts commit a31bc1b0ba
.
Possible compatibility issues with #35864 that I am not sure about.
Do I need to change "connect" to "connect_compat"?
2020-02-23 15:04:45 -06:00
Rémi Verschelde
2cf6ac6c50
Replace FALLTHROUGH macro by C++17 [[fallthrough]]
...
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.
Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.
Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Yuri Roubinsky
7c1415b99b
Merge pull request #36421 from Chaosus/vs_sort_custom_nods
...
Refactor node processing in visual shader member dialog
2020-02-21 21:34:03 +03:00
Yuri Roubinsky
b78b37ed3f
Refactor node processing in visual shader member dialog
2020-02-21 18:34:31 +03:00
Fabio Alessandrelli
cbc450c0e5
Huge Debugger/EditorDebugger refactor.
2020-02-21 11:12:03 +01:00
Juan Linietsky
69c95f4b4c
Reworked signal connection system, added support for Callable and Signal objects and made them default.
2020-02-20 08:24:50 +01:00
Rémi Verschelde
353e2071d0
Merge pull request #36340 from nathanwfranke/fix-signal-errors
...
Fix two signal errors, remove unused break_request signals in profilers
2020-02-20 07:13:54 +01:00
nathanwfranke
a31bc1b0ba
Fix two signal errors
...
Update
2020-02-19 15:22:34 -06:00
janglee
d3c580f0bc
Make orthogonal view mode persistent in new scene
...
Fixes #36339 .
2020-02-19 21:33:43 +05:30
Hugo Locurcio
ac3c93077c
Decrease the script editor's default split width to 70
...
This also makes its value change to match the editor scale.
2020-02-18 23:00:38 +01:00
Juan Linietsky
3205a92ad8
PoolVector is gone, replaced by Vector
...
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Hugo Locurcio
5c659dd399
Increase the width of the "Connections to method" dialog
...
This closes #36245 .
2020-02-15 16:36:10 +01:00
Juan Linietsky
867d073b98
Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.
2020-02-15 08:36:04 -03:00
Hugo Locurcio
3e4b508c3b
Add a soft line length guideline to the script editor
...
The default value is 80. The hard line length guideline's
default column has been moved to 100 to account for the new
soft line length guideline.
It can be disabled by setting its value to the same column as the
hard line length guideline.
This closes https://github.com/godotengine/godot-proposals/issues/347 .
2020-02-15 03:02:40 +01:00
Rémi Verschelde
710d829886
Merge pull request #36044 from dreamsComeTrue/fix-replace-all-shortcut
...
Added 'Replace in files' functionality to text editors
2020-02-14 20:30:53 +01:00
Yuri Roubinsky
b798e26e28
Restore cubemaps in visual shaders
2020-02-14 12:51:46 +03:00
Dominik 'dreamsComeTrue' Jasiński
4c80beab44
Added 'Replace in files' functionality to text editors
...
Fixes issue #31146
2020-02-13 23:45:05 +01:00
Yuri Roubinsky
7aad7df574
Restore drag&drop textures in visual shaders
2020-02-13 19:19:41 +03:00
Rémi Verschelde
386968ea97
Remove obsolete GLES3 backend
...
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Yuri Roubinsky
bc647393ba
Added virtual method to VisualShaderNodeCustom to enable high-end mark
2020-02-13 09:43:43 +03:00
Yuri Roubinsky
516cd821c0
Added high-end (Vulkan) label to some functions in visual shader
2020-02-12 23:17:00 +03:00
Juan Linietsky
cf8c679a23
ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits.
2020-02-12 14:24:54 -03:00
Michael Alexsander
eeb972faef
Fix problems with concave shapes in the TileSet editor
2020-02-11 18:31:25 -03:00
Juan Linietsky
2049dec79e
Added normalmap guided roughness mipmap generator, and a global roughness limiter.
2020-02-11 12:16:01 +01:00
Juan Linietsky
bed8980ca5
Re-implemented screen space ambient occlusion
2020-02-11 12:15:46 +01:00
Juan Linietsky
bd364d1447
Auto exposure re-implemented in Vulkan
2020-02-11 12:14:23 +01:00
Yuri Roubinsky
171691aad9
[Vulkan] Add repeat flag to texture preview checkerboard background
2020-02-11 12:05:43 +01:00
Rémi Verschelde
fff4240bb4
Fix code formatting issues and VS compilation
...
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356 .
2020-02-11 12:05:19 +01:00
Juan Linietsky
da0457fa29
Several fixes to GIProbes
2020-02-11 12:04:56 +01:00
Juan Linietsky
6ee2f5e6b6
More GIProbe work and fixes
2020-02-11 12:03:49 +01:00
Juan Linietsky
fb739f9da7
Fixed display menu visualizations.
2020-02-11 12:03:24 +01:00
Juan Linietsky
acf0f6c8a7
GIProbes working.
2020-02-11 12:03:20 +01:00
Juan Linietsky
dd3682e5fe
Modernized default 3D material, fixes material bugs.
2020-02-11 12:01:24 +01:00
Juan Linietsky
6deffa62fb
Several fixes to 3D rendering, and multimesh implementation.
2020-02-11 12:01:22 +01:00
Juan Linietsky
2d6a916835
Environment sky more or less working.
2020-02-11 12:01:05 +01:00
Juan Linietsky
449df8f688
Base 3D engine done, still untested, though.
2020-02-11 11:59:25 +01:00
Juan Linietsky
50e9befb88
Changes to material required to add custom shaders in RD renderer
2020-02-11 11:53:28 +01:00
Juan Linietsky
e1b3444415
Bugfixes and ability to better specify filter and repeat modes everywhere.
...
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky
3f335ce3d4
Texture refactor
...
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Rémi Verschelde
12244c46ae
Merge pull request #36086 from KoBeWi/TOOL_MOVE_move
...
Allow to use arrow keys with TOOL_MOVE
2020-02-11 09:21:10 +01:00
Tomasz Chabora
cfa9060f8b
Fix selectable locked items
2020-02-11 00:01:10 +01:00
Tomasz Chabora
18918b4efa
Allow to use arrow keys with TOOL_MOVE
2020-02-10 21:39:05 +01:00
Rémi Verschelde
78074fed8d
Merge pull request #36085 from YeldhamDev/rip_animationtreeplayer_press_f
...
Remove AnimationTreePlayer node
2020-02-10 21:12:10 +01:00
Michael Alexsander
021fdb1b58
Remove AnimationTreePlayer node
2020-02-10 16:25:50 -03:00
Gilles Roudière
b66d45d986
Fixes a crash in the 2D editor
2020-02-10 18:27:13 +01:00
Andrea Catania
e6be3f68da
- Integrated NavigationServer and Navigation2DServer.
...
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00
Rémi Verschelde
8cd5102c65
Merge pull request #35704 from KoBeWi/free_the_nodes
...
Include locked nodes on selection list
2020-02-10 14:29:21 +01:00
Tomasz Chabora
de77bda605
Include locked nodes on selection list
2020-02-10 13:59:24 +01:00
Rémi Verschelde
50e940129a
Merge pull request #33815 from Calinou/assetlib-focus-search-shortcut
...
Make Ctrl+F focus the editor asset library's search field
2020-02-10 11:34:47 +01:00
Rémi Verschelde
37432587f9
Merge pull request #35787 from Calinou/editor-expose-create-single-convex-shape
...
Re-add a way to generate a single convex shape from the editor
2020-02-10 10:49:05 +01:00
Rémi Verschelde
0b9f0cd412
Merge pull request #36054 from Calinou/rebind-tilemap-editor-select-pick-tile
...
Change the Pick Tile and Select default shortcuts in the TileMap editor
2020-02-10 10:36:43 +01:00
Aaron Franke
ef9b4ee2e2
Fix 2D CollisionShape controls pointing the wrong way
...
They now point down, matching Godot's 2D coordinate system.
2020-02-09 17:37:30 -05:00
Rémi Verschelde
8cb2de5243
Merge pull request #33451 from MCrafterzz/movementHandle
...
Added movement handles to 2D
2020-02-09 22:19:32 +01:00
Rémi Verschelde
9f9d6c6cc1
Merge pull request #35656 from ericrybick/35460-fix2
...
Use a new approach to fix bone pose override not being reset when IK animation is stopped.
2020-02-09 22:14:31 +01:00
Eric Rybicki
bb0358dd8d
Use a new approach to fix bone pose override not being reset when IK animation is stopped.
...
This reverts PR #35460 & commit 551c37167b
.
2020-02-09 19:50:13 +01:00
Hugo Locurcio
88213b54ba
Change the Pick Tile and Select default shortcuts in the TileMap editor
...
The new default keys were chosen to match common graphics editing
software. A modifier is no longer required to use the Select tool,
making it faster to use.
This closes #34170 .
2020-02-09 17:46:01 +01:00
Rémi Verschelde
23531207a5
Merge pull request #36008 from AndreaCatania/physical_bone_impr
...
Skeleton animates physical bones
2020-02-09 11:15:43 +01:00
Andrea Catania
557d38cad3
Fixed Skeleton Physical Bone generation
2020-02-09 09:41:18 +01:00
Hugo Locurcio
3e95b79b65
Update the zoom percentage when using Frame Selection in the 2D editor
...
This closes #36019 .
2020-02-08 18:29:28 +01:00
Rémi Verschelde
6b42d83ff1
Merge pull request #35950 from Chaosus/vs_scalar_uniform_range
...
Implemented hint_range for VisualShaderNodeScalarUniform
2020-02-07 20:45:40 +01:00
Yuri Roubinsky
22ad83edae
Implemented hint_range for VisualShaderNodeScalarUniform
2020-02-07 17:04:24 +03:00
MCrafterzz
812fea7ccd
Changed transformation handles y arrow to match positive y
2020-02-07 09:07:46 +01:00
Yuri Roubinsky
0812f991f0
Merge pull request #35952 from Chaosus/shader_editor_enchance
...
Few enchancements for shader editor
2020-02-06 19:52:01 +03:00
Yuri Roubinsky
24368206ca
Few enchancements for shader editor
2020-02-06 17:50:12 +03:00
Rémi Verschelde
f003b3efaa
Merge pull request #35068 from akien-mga/containers-mouse-filter-pass
...
Use MOUSE_FILTER_PASS for all containers
2020-02-06 12:23:39 +01:00
Rémi Verschelde
6aaff5dc68
Merge pull request #35731 from timothyqiu/texture-region-gestures
...
Adds pan and zoom gestures to TextureRegion editor
2020-02-06 11:12:34 +01:00
Rémi Verschelde
bdaca7f44b
Merge pull request #35918 from timothyqiu/script-views-min-height
...
Shortens minimum height of script editor
2020-02-05 16:27:45 +01:00
Marcel Admiraal
6d69cd40bd
Add do..while(0) wrappers to macros without one.
...
- Add do..while(0) wrapper to ERR_FAIL_NULL macros.
- Add do..while(0) wrapper to ERR_FAIL_COND macros.
- Add do..while(0) wrapper to ERR_CONTINUE macros.
- Add do..while(0) wrapper to ERR_BREAK macros.
- Add do..while(0) wrapper to CRASH_COND macros.
- Add do..while(0) wrapper to ERR_FAIL macros.
- Add do..while(0) wrapper to ERR_PRINT macros.
- Add do..while(0) wrapper to WARN_PRINT macros.
- Add do..while(0) wrapper to WARN_DEPRECATED macros.
- Add do..while(0) wrapper to CRASH_NOW macros.
2020-02-05 11:19:12 +01:00
Marcel Admiraal
f0db13502a
Remove duplicate WARN_PRINT macro.
2020-02-05 11:13:24 +01:00
Haoyu Qiu
6785e199bb
Shortens minimum height of script editor windows
2020-02-05 13:16:54 +08:00
Hugo Locurcio
90af009f2e
Re-add a way to generate a single convex shape from the editor
...
It was removed after the implementation of VHACD. Generating a single
shape can lead to better performance, so it may still be desired.
This also adds tooltips for several options in the Mesh menu.
This closes #35692 .
2020-01-31 16:42:02 +01:00
Haoyu Qiu
d1b1edba84
Adds pan and zoom gestures to TextureRegion editor
2020-01-30 11:39:13 +08:00
Haoyu Qiu
ca537dea76
Fixes invalid read when using fill tool in empty tilemap
2020-01-27 20:39:49 +08:00
Tan Wang Leng
ee2f406c73
Fix wrong guideline values shown during dragging
...
Suppose that the user wants to use some guidelines in 2D mode. The
user has enabled "Use Pixel Snap", and configured the "Grid Step" to
1px.
On some zoom levels, when dragging the guidelines step by step, some
offsets shows the wrong value. The offsets that are wrong vary - it is
affected by the zoom level, so some zoom levels do not display this
problem.
For example, a user may see this while dragging the guideline:
0px 1px 1px 3px 4px 5px 5px 7px 8px
whereby 2px and 6px are missing.
This is due to a floating-point error. The values are printed as
(truncated) integers, but they are actually decimals, so they were
actually 1.9999 and 5.9999 for the missing cases.
Let's fix that by rounding up the values before printing them to get rid
of the errors.
This fixes #35010 .
2020-01-24 23:52:43 +08:00
Haoyu Qiu
b420618c46
Fixes scrollbar positions on HiDPI display
...
* TextureRegion editor
* Ploygon2D UV editor
2020-01-23 08:55:52 +08:00
Rémi Verschelde
37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
...
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
Rémi Verschelde
91b0be18dc
Merge pull request #35421 from williamd1k0/improve-top-animation-menu
...
Use an icon in the top Animation Key menu
2020-01-22 21:21:15 +01:00
William Tumeo
cb3fcba99f
Use an icon in the top Animation Key menu
2020-01-22 17:06:40 -03:00
lawnjelly
eaf8e5ce52
Change CameraMatrix::get_viewport_size to get_viewport_half_extents
...
Fixes #26637 .
Fixes #19900 .
The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.
Code which called this function has also been modified accordingly.
This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.
It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde
4faaf6089a
Remove unused #if 0'ed code
2020-01-21 21:41:54 +01:00
Eric Rybicki
99346e9654
Fix asset library video play overlay not being centered on the thumbnail
2020-01-21 08:04:32 +01:00
Rémi Verschelde
709665b15d
Merge pull request #35379 from dankan1890/quick_fix
...
TextureRegionEditor: Corrected typo
2020-01-20 21:34:02 +01:00
dankan1890
a2170dcd40
TextureRegionEditor: Corrected typo
2020-01-20 20:58:42 +01:00
Rémi Verschelde
c3fd1012de
Merge pull request #35351 from ericrybick/32342-Resize-snapping-lines-bug
...
Fix editor drawing snapping lines for wrong edge/corner when resizing elements with smart snapping enabled
2020-01-20 12:57:44 +01:00
Eric Rybicki
b91b26d073
Fix editor drawing snapping lines for wrong edge/corner when resizing elements with smart snapping enabled
...
fixes #32342
2020-01-20 08:03:20 +01:00
Rémi Verschelde
e8dc581bfc
Merge pull request #35303 from timothyqiu/hidpi-anitreeplayer
...
Fixes AnimationTreePlayer editor UI on HiDPI
2020-01-19 10:21:20 +01:00
Rémi Verschelde
d7072e9cd4
Merge pull request #35273 from dankan1890/quick_fix
...
AssetLibrary layout fix
2020-01-19 10:13:31 +01:00
Rémi Verschelde
7522aa80c2
Merge pull request #35295 from N0hbdy/animation-editor-line-edit-fix
...
Fix AnimationTree Editor by using CONNECT_DEFERRED on LineEdit
2020-01-19 09:32:00 +01:00
Haoyu Qiu
2db685da09
Fixes AnimationTreePlayer editor on HiDPI
...
* The minimum editor size
* The position of buttons and status text
2020-01-19 10:20:53 +08:00
Hugo Locurcio
c9aca9ef81
Clamp the editor scale to 1 when resetting zoom in the 2D editor
...
This closes #35294 .
2020-01-18 22:26:21 +01:00
N0hbdy
3fffb1c031
Fix AnimationTree Editor by using CONNECT_DEFERRED on LineEdit
...
Not having this causes the LineEdit to be deleted while still processing
signals, which can cause a crash during focus changes.
Fixes 35293
2020-01-18 12:12:13 -08:00
dankan1890
29daba5b0c
AssetLibrary when the download size is unknown:
...
hidden progress bar
added in the description the downloaded bytes
Fixes #35267
2020-01-18 21:07:51 +01:00
Yuri Roubinsky
41acb1f6ba
Fix minimap updating in shader tab
2020-01-18 12:31:33 +03:00
Hugo Locurcio
8bce0b6176
Mark alternate editor display modes as disabled in the GLES2 renderer
...
This partially addresses #27018 .
2020-01-17 16:06:47 +01:00
Rémi Verschelde
05e042b06f
Merge pull request #34879 from Phischermen/canvas-item-editor-local-space-mode
...
Fix issue regarding rotating Canvas Items in editor
2020-01-16 23:10:41 +01:00
andrycodestuffs
d0b3cb89f7
Fixed unknown symbol drawn instead of tabs in breakpoints/bookmarks lists
...
Tab characters were not rendered properly in the breakpoints and
bookmarks lists of the script editor if the bookmarked line was a
comment, resulting in unknown ASCII symbols “�”.
Fixes #34046 .
Also changed formatting a bit to enclose the code in backticks (like in
Markdown) instead of quotes.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-01-16 13:50:30 +01:00
Haoyu Qiu
43ad6e8c96
Fixes AssetLib crash when JPG module is disabled
...
JPG module is optional, so check it's existence before using.
2020-01-15 22:16:12 +08:00
Michael Alexsander
34bf81fa7c
Cleanup unnecessary code from before the scrollbar overlapping fixes
2020-01-14 18:19:12 -03:00
Rémi Verschelde
8f103b1b69
Merge pull request #34801 from Calinou/add-3d-viewport-crosshair
...
Add a crosshair to the 3D viewport
2020-01-14 21:02:35 +01:00
Phischermen
becd1fd1d8
Fix issue regarding rotation
...
Canvas items will now rotate correctly no matter what their global scale happens to be.
2020-01-14 07:26:34 -08:00
Michael Alexsander
e69593842e
Fix more scrollbar anchorings
2020-01-14 08:25:55 -03:00
Michael Alexsander
712cd8a97e
Fix more instances of overlapping scrollbars
2020-01-13 22:49:17 -03:00
Hugo Locurcio
2b9f34b867
Add a crosshair to the 3D viewport
...
The crosshair makes freelook navigation a bit easier, while making it
clearer that it's possible to select nodes by clicking while in
freelook mode.
The crosshair is only displayed while in freelook mode.
It uses an icon designed to be visible on any background.
2020-01-13 22:30:34 +01:00
Rémi Verschelde
e2bebfbd4c
Use MOUSE_FILTER_PASS for all containers (but PanelContainer)
...
Containers are meant to forward mouse input to their the Controls
they contain.
PanelContainer has a visible Panel stylebox, so it still defaults
to STOP.
Fixes #34933 .
2020-01-13 14:49:01 +01:00
Rémi Verschelde
4a95186b4b
Animation editor: Set resource name when duplicating
...
Fixes #25156 .
2020-01-13 13:22:06 +01:00
Hugo Locurcio
929dfe1bcc
Clamp the editor scale to 1 for 2D zoom operations
...
Some people set the editor scale below 1 to fit more content on
screen, even if their display doesn't have a particularly low DPI.
This closes #35059 .
2020-01-13 12:16:27 +01:00
Hugo Locurcio
2f56146242
Increase the size of the item list editor popup
...
This makes it easier to edit large amounts of items.
This partially addresses
https://github.com/godotengine/godot-proposals/issues/368 .
2020-01-12 18:19:39 +01:00
Haoyu Qiu
65e2230f6e
Fixes min size of various editor plugins on HiDPI
...
* AnimationTree
* AudioStream
* ResourcePreloader
* ShaderEditor
* VisualShaderEditor
2020-01-12 15:24:15 +08:00
Rémi Verschelde
4b83bbd463
Merge pull request #34937 from YeldhamDev/scriptdiag_disable_load
...
Add option to disable loading scripts in ScriptCreateDialog
2020-01-10 08:18:51 +01:00
Michael Alexsander
34f1dbaf28
Fix TileSet editor's workspace size sometimes not changing correctly on region change
2020-01-10 00:57:49 -03:00
Michael Alexsander
8708d44a50
Add option to disable loading scripts in ScriptCreateDialog
2020-01-09 13:09:23 -03:00
Haoyu Qiu
93aa3a0126
Fixes TextureRegion editor drag handle for HiDPI
...
Before this fix, it's easy to miss the drag handle on a HiDPI monitor.
2020-01-09 13:45:53 +08:00
Rémi Verschelde
41c8ec991f
Merge pull request #34802 from xelivous/power-of-two-is-good
...
Change the 2D editor's snap to 8x8 by default
2020-01-08 08:51:58 +01:00
Michael Alexsander
f9d11120f7
Minor fixes for ScriptCreateDialog
2020-01-08 02:02:34 -03:00
Haoyu Qiu
cca03b57ff
Fixes scaled scrolling of TextureRegion editor
2020-01-05 19:52:21 +08:00
Hugo Locurcio
948cb84e37
Take the editor scale into account for 2D zoom operations
...
The zoom level displayed is now relative to the editor scale.
This means that with an editor scale of 200%, the 100% zoom level
will actually be 200% as it's multiplied by the editor scale.
This prevents things from looking too small when opening a project
on an hiDPI display.
This matches the behavior found in most image editors out there.
2020-01-04 18:43:52 +01:00
Haoyu Qiu
78e9ca58af
Makes more strings translatable
2020-01-04 13:46:38 +08:00
xelivous
64ae7feaa4
Change the 2D editor's snap to 8x8 by default
2020-01-03 19:23:49 -06:00
Rémi Verschelde
c0ece451e3
Merge pull request #34720 from Calinou/light-gizmo-color-by-light
...
Tint 3D light gizmos using the light's color
2020-01-02 13:59:10 +01:00
Rémi Verschelde
a7f49ac9a1
Update copyright statements to 2020
...
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Hugo Locurcio
ac18665c88
Tint 3D light gizmos using the light's color
...
This makes navigation more convenient in the 3D viewport, especially
when using the unshaded display mode.
2020-01-01 00:54:25 +01:00
Rémi Verschelde
870b5ba2dc
Merge pull request #34695 from timothyqiu/show-in-file-system
...
Checks script path before show in filesystem
2019-12-30 18:15:29 +01:00
Rémi Verschelde
e37ad996a1
Merge pull request #34625 from timothyqiu/i18n
...
Makes more editor strings translatable
2019-12-30 17:28:11 +01:00
Rémi Verschelde
e1e2ffcfa1
Merge pull request #34613 from timothyqiu/edscale-again
...
Fixes Theme Editor minimum height on HiDPI monitor
2019-12-30 16:39:41 +01:00
Haoyu Qiu
8cf941a8cb
Makes more editor strings translatable
...
* Title of Sprite Editor convert preview dialogs
* Title of UV Channel Debug dialog
* Various editor warnings
* GridMap popup menu item "Paste Selects"
* Tileset editor shape button texts
* MeshLibrary update confirmation text
2019-12-30 10:36:31 +08:00
Haoyu Qiu
9ae39be64f
Checks script path before show in filesystem
2019-12-30 09:49:52 +08:00
Haoyu Qiu
7f18560f3c
Fixes Theme Editor minimum height on HiDPI monitor
...
* Applies `EDSCALE` to the minimum size
2019-12-26 15:51:23 +08:00
Haoyu Qiu
078c0d75f2
Cleans up headers included in editor_node.h
2019-12-24 21:46:05 +08:00
Rémi Verschelde
f7d8dd79e9
Merge pull request #34441 from KoBeWi/wrapping_things_up
...
Fix code editor not always centering to bookmarks
2019-12-22 12:34:03 +01:00
Haoyu Qiu
0693718164
Makes more editor strings translatable
...
* "Add" button text in Groups Editor
* "Receiver Method" in Connect Signal Dialog
* "Play Mode" in Animation State Machine Editor
* "Mesh Library" button text in Mesh Library editor plugin
* Compose Array node button texts in Visual Script
* Various button texts in TileSet Editor
* Various Run Script errors
2019-12-21 20:58:17 +08:00
Rémi Verschelde
981c6aa102
Merge pull request #34445 from JFonS/fix_13364
...
Fix selection on 3D viewport with half resolution
2019-12-19 14:47:34 +01:00
JFonS
8da8518ba3
Fix selection on 3D viewport with half resolution
2019-12-19 12:53:20 +01:00
Rémi Verschelde
8189f23e8c
Merge pull request #34437 from Chaosus/fix_toggle_scripts4
...
Fix ScriptTextEditor encapsulation
2019-12-19 12:19:29 +01:00
Yuri Roubinsky
c89df816c1
Fix ScriptTextEditor encapsulation
2019-12-19 09:30:40 +03:00
Haoyu Qiu
72f392a135
Fixes Curve Editor margin
2019-12-19 11:02:26 +08:00
Tomasz Chabora
b8bbf5a55f
Fix code editor not always centering to bookmarks
2019-12-18 21:58:47 +01:00
volzhs
2fa9585bdf
Fix error log when selecting child of Containers
2019-12-19 00:04:10 +09:00
Yuri Roubinsky
03928c5b36
Fix toggle scripts panel to allow using shortcut in other areas
2019-12-17 17:23:29 +03:00
Yuri Roubinsky
bb7b614da1
Prevent showing toggle scripts panel switch in shader editor
2019-12-17 11:19:43 +03:00
Rémi Verschelde
01a6223226
Merge pull request #34364 from Chaosus/toggle_scripts_panel
...
Moves switch for show scripts panel from File menu to status bar
2019-12-17 07:58:21 +01:00
Rémi Verschelde
d4601776db
Merge pull request #34377 from timothyqiu/i18n
...
Makes more strings in editor translatable
2019-12-16 09:56:23 +01:00
Haoyu Qiu
7a9c337dfe
Makes more strings in editor translatable
...
* File type names in file dialogs
* Layout option names
* Visual shader editor UI
2019-12-16 16:41:07 +08:00
Haoyu Qiu
a3ab1cb698
Center error icon vertically in AssetLib
2019-12-16 09:24:02 +08:00
Yuri Roubinsky
dc0199989d
Moves switch for show scripts panel from File menu to status bar
2019-12-15 16:56:28 +03:00