Age | Commit message (Collapse) | Author |
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Add an `editor_description` property to Node for documentation purposes
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Prevent move_and_slide() to generate an error.
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Add feature to Button to make its icon expand/shrink with the button's size
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Persist ColorPicker color mode
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Animation Bezier Editor - fixed vertical zoom around mouse
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a faster function to transform aabb
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Animation Bezier Editor: Extended zoom in and zoom out limits and fixed guide lines to accomodate sub unit steps and steps other than powers of 5
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Expose current path function to EditorPlugin
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Don't transform global position of mouse input
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Fixed UI navigation using joy axis inputs
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Check for exact equality before approximate equality
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Improve the animation autokey editor icon
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Fixed vertical zoom so it zooms around the mouse cursor not around the center of the window.
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The icon was redrawn to snap to a 16x16 grid, with a lower number
of SVG nodes in the process.
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Implement precise snapping in the animation editor
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Implement snapping in the Curve editor
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Implement snapping in the Gradient editor
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Refresh the asset library only once on startup
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Add autocomplete support for change_scene()
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Re-allow indexing on objects and other non-builtin types
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This avoids unnecessary calls to the API when switching between tabs
in the editor or project manager.
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Add icon for the ruler tool
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Solves ctrl+click on functions by ignoring the cursor
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Fixes #25081
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Don't clamp color to [0, 1] in Linear tonemapping
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alexey-makarenko/fix/editor_search_back_infinitely
Fix editor infinite loop in search_prev issue #31328
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gdscript: Fix build after #24925
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The PR did not use the ScriptCodeCompletionOption system introduced
later on, and somehow this did not generate a merge conflict even
though neighboring code was changed.
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Added autoloads as a potential type.
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Holding Shift while snapping is enabled will now make snapping
4 times as precise.
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Add ord() function to return Unicode code point of a string of length one
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Fixes godotengine#31328
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Holding Ctrl will snap the selected point/tangent by increments
of 10% of the curve's width/height. Holding Shift as well will snap
by increments of 2.5% instead.
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Obeyed CLANG format rules
Obeying CLANG format rules attempt 2
Obeying CLANG format rules attempt 3
Clean up
Fixed runaway while loop
Removed int initialization
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Holding Ctrl will snap the selected point's position
by increments of 0.1. Holding Ctrl + Shift will snap by increments
of 0.025 instead.
The previous behavior is preserved when holding just Shift (snapping
to other gradient points).
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Initialize TileMap Custom Transform
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Add 2D ruler tool
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Make JSONRPC constants uppercase for consistency with other classes
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Fix multiline texts not updating its contents correctly in the inspector
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Fixes #31879
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Initialize TileMap Custom Transform to same as Cell Size (64).
Fixes #30948.
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Ignore size of hidden scrollbars in ScrollContainer
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FBX Importer
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Issues fixed:
- Updated assimp to latest and backported fixes into godot.
- Fixed file scale being ignored from FBX file.
- Fixed bone removal
- Implemented proper armature binding
- Fixed recursion not always going through the entire path
- Implemented assimp global scaling system
- Fixed assimp global scale process to support unit conversion
- Implemented proper fbx scaling
- Fixed asserts caused by missing faces in some models which could crash
- Fixed valid bone removal
- Fixed root node being overwriten by assimp which caused data loss
- Fixed armature construction so that it works with multiple roots
- Implemented basic support for FBX standard materials
- Refactoring to improve code quality and improve function reuse.
- Simplified node creation from assimp scene into subsections: create_light, create_mesh, create_bone.
- Creating meshes is now done after hierarchy is created so that the skeleton is always available.
- Added support to assimp to support file scale in all formats which call SetFileScale.
- Many other fixes provided into assimp.
Known issues:
- FBX pivots from Maya do not currently work. (workaround: for now use blender import and export to remove pivot tracks)
- Hierarchy creates an extra node for each mesh - this was done intentionally but we intended to do a pass to remove these as they're a required node.
- When an animated mesh has not executed any animation the rest pose is wrong.
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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