Age | Commit message (Collapse) | Author |
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The editor will now use the project path i.e. the place where the root of
the repo is supposed to be according to the user. This project path is
also sent into the plugin and so out-of-directory asset folders can also be
maintained this way.
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EditorFileDialog: disambiguate recent/favorite items
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paulloz/dotnet/fix-godot_variants-with-empty-type-field
C#: Populate `Type` field on `godot_variant` created in managed
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Similar to script editor, if two folders have the same name, they will
now get a more descriptive name in the item list.
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Rename `CanvasItem.update()` to `queue_redraw()`
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Fix GPUParticles2D ignoring AtlasTexture region
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`set_tooltip` -> `set_tooltip_text`
`get_tooltip` -> `get_tooltip_text`
For consistency:
`get_button_tooltip` -> `get_button_tooltip_text`
And the `tooltip` parameter in `add_button` was renamed to `tooltip_text`
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Properly handle theme changes in the Skeleton3DEditor
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Move GLTF camera and light conversion code into GLTFCamera and GLTFLight
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`SceneTreeDock` Allow/fix toggling unique name in owner for all selected nodes
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Calinou/material-tweak-default-alpha-scissor-threshold
Improve documentation for BaseMaterial3D's alpha scissor threshold
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Document 3D particle color properties requiring vertex color as albedo
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gongpha/update-animation-tree-editor-when-selected
Update all AnimationTree's editors when editing
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completes it
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Fix some editor theme regressions
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Let platforms override the sizing of Vulkan swapchain and window
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