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2021-07-24Fix typo in CollisionObject documentationRaul Santos
2021-07-24Merge pull request #50535 from ChristopheClaustre/packedbytearray_decode_apiRémi Verschelde
Change in PackedByteArray decode api and docs
2021-07-24Merge pull request #50757 from aaronfranke/simple-cs-editorconfigIgnacio Roldán Etcheverry
Add a simple C# `.editorconfig`
2021-07-24Merge pull request #50816 from aaronfranke/iterators-fix-scene-importRémi Verschelde
Fix scene import following List iterator changes
2021-07-24New to_***_array method to decode PackedByteArray to Packed***ArrayChristopheClaustre
Documentation for new PackedByteArray::to_***_array methods Documentation for to_byte_array method for PackedInt32/Int64/Float32/Float64Array
2021-07-24Fix scene import following List iterator changesAaron Franke
2021-07-24Merge pull request #50786 from reduz/implement-resource-uidsRémi Verschelde
Implement Resource UIDs
2021-07-24Merge pull request #50511 from aaronfranke/iteratorsRémi Verschelde
Use C++ range iterators for Lists in many situations
2021-07-24Implement Resource UIDsreduz
* Most resource types now have unique identifiers. * Applies to text, binary and imported resources. * File formats reference both by text and UID (when available). UID always has priority. * Resource UIDs are 64 bits for better compatibility with the engine. * Can be represented and used textually, example `uuid://dapwmgsmnl28u`. * A special binary cache file is used and exported, containing the mappings. Example of how it looks: ```GDScript [gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"] [ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"] ``` GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files. This will be reserved for future PRs.
2021-07-24Merge pull request #50795 from Calinou/editor-profiler-display-time-add-tooltipsRémi Verschelde
Add a tooltip for Inclusive and Self in the editor profiler
2021-07-24Add a tooltip for Inclusive and Self in the editor profilerHugo Locurcio
This also changes the display mode tooltips to reflect the fact that times are now displayed in milliseconds instead of seconds.
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-23Add a simple C# .editorconfigAaron Franke
2021-07-23Merge pull request #50789 from aaronfranke/fix-input-action-raw-strRémi Verschelde
Fix Input get_action_raw_strength binding
2021-07-23Merge pull request #50780 from JFonS/fix_submenusRémi Verschelde
Fix Popup submenu in single-window mode
2021-07-23Merge pull request #50762 from TokageItLab/fix-node-selection-signalRémi Verschelde
2021-07-23Merge pull request #50748 from JFonS/gizmo_reworkRémi Verschelde
Node3D gizmo improvements
2021-07-23Merge pull request #50779 from DavidCambre/Revert-unnecessary-changesRémi Verschelde
Revert unnecessary changes to VisualScriptEmitSignal
2021-07-23Node3D gizmo improvementsjfons
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-23Fix popup submenu in single-window modejfons
The internal processing code only works for OS windows, since it takes the mouse position relative to the window and not the viewport. Now we make sure it's not called in single-window mode.
2021-07-23Revert unnecessary changes to VisualScriptEmitSignalDavid Cambré
Revert unnecessary changes to VisualScriptEmitSignal, commit 2032b56005b2f6add6b105a00f04c05f9b292eec
2021-07-23Merge pull request #50765 from Calinou/resource-importer-expose-order-enumRémi Verschelde
Expose an ImportOrder enum in ResourceImporter
2021-07-23Merge pull request #50782 from timothyqiu/undoredo-refRémi Verschelde
Fix UndoRedo crash when clearing history
2021-07-23Merge pull request #50747 from bruvzg/move_alert_to_osRémi Verschelde
Move `alert` function from `DisplayServer` to `OS`.
2021-07-23Merge pull request #50776 from SirQuartz/patch-30Rémi Verschelde
2021-07-23Merge pull request #43693 from KoBeWi/absolute_tooltipsRémi Verschelde
Show tooltips even when paused or time_scale is 0
2021-07-24Fix UndoRedo crash when clearing historyHaoyu Qiu
2021-07-23Merge pull request #50777 from KoBeWi/Schrödinger's-LabelRémi Verschelde
Don't set metadata_label font if it doesn't exist
2021-07-23Fix doc typosNicholas Huelin
This pull request fixes an assortment of typos and improves conciseness in `Animation`, `Area2D`, `Array`, `ArrayMesh`, `Control`, `Directory`, `EditorPlugin`, `Engine`, and `OS`.
2021-07-23Show tooltips even when paused or time_scale is 0kobewi
2021-07-23Don't set metadata_label font if it doesn't existkobewi
2021-07-23Merge pull request #50768 from Calinou/editor-asset-library-urls-clarifyRémi Verschelde
Clarify the purpose of the default asset library URLs in the editor
2021-07-23Merge pull request #50764 from AndreaCatania/AndreaCatania-patch-4Rémi Verschelde
Fix GLTF crash when the material is not set.
2021-07-23Merge pull request #37760 from KoBeWi/rect_edit_level_upRémi Verschelde
Allow for easier editing of rect CollisionShape2D
2021-07-23Clarify the purpose of the default asset library URLs in the editorHugo Locurcio
`localhost` was removed as it won't work out of the box. It can be added by the user if they're working on the asset library itself. This won't affect existing installations due to how the editor settings are stored, but existing installations will keep working fine.
2021-07-23Expose an ImportOrder enum in ResourceImporterHugo Locurcio
This avoids using magic numbers in code.
2021-07-23Fix GLTF crash when the material is not set.Andrea Catania
Sometimes there are meshes that doesn't have materials, so make sure to check this case before extracting the name.
2021-07-23Remove extra signal firing in SELECT_MULTI modeSilc 'Tokage' Renew
2021-07-23Revert "Fix duplicate selection in SceneTree"Silc 'Tokage' Renew
This reverts commit 7d20d78847b24586b3f25beb23b41d015a25fb0a. # Conflicts: # editor/scene_tree_editor.cpp
2021-07-22Fix Input get_action_raw_strengthAaron Franke
2021-07-22Merge pull request #50753 from Faless/obj/4.x_stringname_metaRémi Verschelde
Make Object "meta" functions take StringName.
2021-07-22Merge pull request #50746 from LightningAA/fix-texture-preview-crash-4.0Rémi Verschelde
Fix `TexturePreview` crashing
2021-07-22Make Object "meta" functions take StringName.Fabio Alessandrelli
The various get_meta, set_meta, has_meta, get_meta_list, remove_meta functions now uses StringName, allowing further optimizations via the SNAME macro when used from C++ (this PR does not change the various usage though).
2021-07-22Fix `TexturePreview` crashingLightning_A
2021-07-22Move `alert` function from `DisplayServer` to `OS`.bruvzg
2021-07-22Merge pull request #50676 from reduz/textual-resource-idsRémi Verschelde
2021-07-22Merge pull request #50738 from SirQuartz/patch-29Rémi Verschelde
Fix miscellaneous doc typos
2021-07-22Merge pull request #50619 from YeldhamDev/menubutton_switch_on_hoverRémi Verschelde
Make `MenuButton`'s `switch_on_hover` work again
2021-07-22Fix miscellaneous doc typos and inconsistenciesNicholas Huelin
This pull request fixes an assortment of typos, improves conciseness, and enhances clarity.
2021-07-22Implement textual ext/subresource IDs.reduz
* Friendlier with version control. * Generates pseudo unique IDs, to minimize conflicts when merging, but still user readable (so, not UUID). * Eventually will also allow to have more precisely named sub-resources in imported files. * This will allow better reloading on changes (including resources already loaded) as well as better keeping track of changes on the DCC. * Keeps backward compatibility with the old formats. * Binary and text format version incremented to mark breakage in forward compatibility.