Age | Commit message (Collapse) | Author |
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Fixes #31855
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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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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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Remove redundant transform method in Geometry singleton
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Provide error messages when PNG save fails
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Rename and relocate Draw Minimap editor property
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Added link to tutorial for VisualShaderNodeCustom
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Fix semicolon parsing in visual shader expression
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Transform2D's xform method can be used instead which handles
`PoolVector2Array` now (as well as 3D version).
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Add Navigation category for scroll and minimap settings.
Rename Line Numbers category to Appearance.
Rename Open Scripts category to Script List.
Rename "Draw Minimap" setting to "Show Minimap" (this is more consistent with other settings).
Reorder settings by category in code_editor.cpp to match settings list
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IMPORTANT: This means that the master branch is now considered feature-complete
for the upcoming 3.2 release, and thus in *feature freeze*.
Unless explicitly allowed by project maintainers, no new feature PRs will be
considered for merge until Godot 3.2-stable is released. Current PRs made
before the feature freeze will still be reviewed and potentially merged before
the beta stage, if deemed satisfactory.
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Add transform methods for PoolVector*Array
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Add 'is_point_in_circle()' to Geometry class, and general file cleanup
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Calinou/increase-editor-sectioned-inspector-min-width
Increase the minimum width of the editor sectioned inspector
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