Age | Commit message (Collapse) | Author |
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Now uses Ctrl + Scrollwheel for vertical scrolling
Ctrl + Shift Scrollwheel for horizontal scrolling
Also converts some macros to constants
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Rename VisibilityNotifier2D/3D to VisibleOnScreenNotifier2D/3D
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Consider a thread done if current_work is null
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UWP: Keep upstream names for capabilities preset settings to avoid mismatch
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ThemeEditor: Fix text_submitted connections after #49258
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The previous code used `camelcase_to_underscore` to prettify the names for
display in the export preset, but it leads to inconsistencies if we don't make
sure to do the reverse operation when writing to the `AppxManifest.xml`.
It's simpler to keep the same names as in the manifest, which is also what
users will see referenced in MS documentation.
Fixes #47900.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Add a "save on focus loss" editor setting (disabled by default)
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Decrease the editor FPS limit when unfocused from 20 to 10
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Add keyboard shortcuts to the project manager
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Fix GridMap still drawing when Alt+Tabbing
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[Net] ENet non-relaying server now process broadcasts.
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Make zoom limits and step adjustable in `GraphEdit`
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Main: Fixup bogus fallback to project manager with more bolognese
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akien-mga/editorsettings-auto-display-scale-factor
EditorSettings: Factor code to compute auto display scale
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* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
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Fixes for documentation search
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ERR_FAIL_NULL check file access
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Null in ResourceImporterTexture::_save_stex
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Remove GridMap's "Lock View" option and a related method.
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Refactor VisibilityNotifier3D
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* This is the 3D counterpart to #49632
* Implemented a bit different as 3D works using instancing
After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
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Move code folding into CodeEdit and hide line hiding API
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WARNING: Hacks everywhere!
The logic in `main.cpp` is due a full rewrite as it's extremely hacky,
splitting argument parsing over several functions, with a mess of global state
and assumptions about what combinations of arguments or lack thereof should
mean in terms of what we want to read: game, editor, project manager, or
command line tools such as `--doctool`, `--export` or `--script`.
Until this is fully rewritten, this patch hacks things some more to ensure
that we don't fall back to the project manager in cases where it's not
warranted, and especially not *too late*, as it can mean that we haven't
properly initialized stuff like `EditorPaths` needed by the PM (which in turn
impacts what kind of path will be used for logs and the shader cache, etc...
the rabbit hole goes deep).
Fixes #41435.
Fixes #49392.
Fixes #49658.
Fixes https://github.com/godotengine/godot/issues/38202#issuecomment-773158477.
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Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
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Fix typo in CodeEdit methods
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Refactor VisibilityNotifier2D
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Fix 8 bone weights in glTF2
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Don't use the abbrevation "Sep." in UI text
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* Works from RenderinServer
* Accurately tells when on or off-scren, its no longer approximate.
* VisibilityEnabler also simplified to use the process mode instead.
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Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544.
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fix url parsing with port numbers
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(cherry picked from commit a812779cc534784acf47ad3ed3100b045912bdbb)
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Thanks to all contributors and donors for making Godot possible!
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Apparently this feature utilized a completely commented out 7+ years old
method, effectively doing nothing. Since it was designed with a completely
different editor design in mind it is pretty much incompatible and as such
it's best to remove it for now.
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godotengine/revert-49482-49451-fix-selection-changed-multinodeeditor
Revert "Fix SceneTreeDock::_selection_changed to handle to single selection from Multiple Selection"
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from Multiple Selection"
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Fix typo in `CUSTOM_IRRADIANCE` calculations
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Fix sub-resource storing the wrong index in cache
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The subindex within Resource wasn't synchronized with the path stored
in cache when saving a packed scene. It could cause sub-resources to be
swapped when loading the same packed scene in the same session.
Now the subindex in Resource reflects the sub-resource path in cache,
making saving and loading sub-resources consistent.
Co-authored-by: latorril <latorril@gmail.com>
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