Age | Commit message (Collapse) | Author |
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Fix various typos
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ResourceUID: Fix `remove_id` binding
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Fixes #50833.
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Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
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Fix check for the first key in JSON stringify from Dictionary code
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Fix documentation in StringExtensions
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Fix typo in CollisionObject documentation
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Improve select tool's tooltip for 2D and 3D
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Change in PackedByteArray decode api and docs
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Add a simple C# `.editorconfig`
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Fix scene import following List iterator changes
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Documentation for new PackedByteArray::to_***_array methods
Documentation for to_byte_array method for PackedInt32/Int64/Float32/Float64Array
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Implement Resource UIDs
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Use C++ range iterators for Lists in many situations
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* 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.
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Add a tooltip for Inclusive and Self in the editor profiler
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This also changes the display mode tooltips to reflect the fact that
times are now displayed in milliseconds instead of seconds.
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- Makes tips clearer and more consistent.
- Removes outdated "shift+v" that doesn't work
- Adds Ctrl+RMB for adding nodes at position
- Removes tip for non-existent Alt+Drag in 3D select tool
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Fix Input get_action_raw_strength binding
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Fix Popup submenu in single-window mode
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Node3D gizmo improvements
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Revert unnecessary changes to VisualScriptEmitSignal
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* 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.
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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.
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Revert unnecessary changes to VisualScriptEmitSignal, commit 2032b56005b2f6add6b105a00f04c05f9b292eec
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Expose an ImportOrder enum in ResourceImporter
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Fix UndoRedo crash when clearing history
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Move `alert` function from `DisplayServer` to `OS`.
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Show tooltips even when paused or time_scale is 0
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Don't set metadata_label font if it doesn't exist
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This pull request fixes an assortment of typos and improves conciseness in `Animation`, `Area2D`, `Array`, `ArrayMesh`, `Control`, `Directory`, `EditorPlugin`, `Engine`, and `OS`.
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Clarify the purpose of the default asset library URLs in the editor
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Fix GLTF crash when the material is not set.
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Allow for easier editing of rect CollisionShape2D
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`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.
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