Age | Commit message (Collapse) | Author |
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Also changed all relevant properties defined manually to StringName.
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objects and made them default.
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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Improved search in settings dialogs
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Settings search used to work only on properties, so if a searchbox text
was a substring of a category but not of a property the whole category
would be filtered out and no property would be shown.
Now the behaviour is changed so that when the searchbox text is a
substring of a category all its properties are shown too.
The previous behaviour is still present so that in case the searchbox
text is both a substring of a category and a property of another
category, all properties of the first category are shown and only the
property of the second category is shown.
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Calling `String::capitalize()` already calls
`String::camelcase_to_underscore()` under the hood.
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Added some obvious errors explanations
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The arrow is now displayed at the left to be consistent with
other places where folding is used. The arrow icons used are now
consistent with the rest of the editor. The `arrow_up` icon is
no longer used anywhere, so it was removed.
Additional spacing was also added for a better visual appearance.
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For code inside editor/ `#ifdef TOOLS_ENABLED`
is always true so those checks are redundant.
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This was a regression in 3.1 and later from the new inspector, where
PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to
be a normal PROPERTY_HINT_RANGE which also automatically increments its
value when keyed in the animation player.
To avoid code duplication, I made the frames properties use the actual
PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS
usage flag instead.
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Expose "meta" to the Inspector
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This makes "checkable" property checkboxes look more consistent with
other checkboxes.
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Fixed plugin bindings.
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This was not yet used, anyway as no API is bound for this.
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- Make text cutoff respect checkbox icon's width
- Get checkbox icon from EditorIcons instead of CheckBox
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Removed unnecessary word wrap which caused broken tags and general
ugliness. Fixes #24926
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It appears that Object::script may be a valid ScriptInstance but not be
castable to Ref<Script>. There were only 5 places in the code that made
this assumption. This commit fixes that.
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Allows enabling/disabling parts of the editor and storing/loading profiles for that.
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Fixes #25316.
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-Changed Animation to have a special signal when tracks are changed, to avoid unnecesary track cache rebuilds in AnimationPlayer
-Added missing emit_changed whe modifying keys to Animation
-Changed AnimationPlayer to use the new refcounted connections instead of the previous hacky way to keep references
-Changed AnimationEditor to update the current track when keys are edited
-Fixed bug where undo/redo did not work with AnimationKeyEdit (was not being updated)
-Made sure UndoRedo does not mind deleted objects in undo/redo history, this would corrupt the history or clear it without need.
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Bug introduced in #21701, missed in 541422a4a28c873142af9bfc988468b3e9e05948.
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nodes. Fixes #23554
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#25053
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Fix multiselect change property
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Happy new year to the wonderful Godot community!
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better.
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Fixes #23330
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-Removed one and zero hints for properties, replaced by default value
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what was modified on re-import.
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local info exists).
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