Age | Commit message (Collapse) | Author |
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Whenever any node is renamed, EditorNode::_edit_current() is called and it resets plugins used for current edited properties. This change forces the inspector to update even though the same object is edited, to make sure all plugins are restored properly from unfolded properties/resources/etc.
Fixes #32832
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Fixes #26857.
Fixes #34433.
Fixes #34826.
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Fixes #25635.
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The previous behavior relying on the provided extension was problematic
on macOS since .zip is the main extension used for the full project
export (binary + data pack).
We add a dedicated `--export-pack` command line option to define when
only the data pack should be exported. Its extension will still be
inferred from the path.
Fixes #23073.
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I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.
- Streamline `can_export()` templates check in all platforms, checking
first for the presence of official templates, then of any defined
custom template, and reporting on the absence of any.
Shouldn't change the actual return value much which is still true if
either release or debug is usable - we might want to change that
eventually and better validate against the requested target.
- Fix discrepancy between platforms using `custom_package/debug` and
`custom_template/debug` (resp. `release`).
All now use `custom_template`, which will break compatibility for
`export_presets.cfg` with earlier projects (but is easy to fix).
- Use `can_export()` when attempting a command line export and report
the same errors that would be shown in the editor.
- Improve error reporting after a failed export attempt, handling
missing template and invalid path more gracefully.
- Cleanup of unused stuff in EditorNode around the export workflow.
- Improve --export documentation in --help a bit.
Fixes #16949 (at least many of the misunderstandings listed there).
Fixes #18470.
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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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Exit the editor export process with a non-zero exit code on error
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Don't create preview of empty scene.
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This closes #34672.
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* File type names in file dialogs
* Layout option names
* Visual shader editor UI
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Removed unused variables, add some constants numbers
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Fixes #33850
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Closes #14742.
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Makes behavior consistent with selecting/deselecting single nodes and fixes a regression about the focused node being lost when multi-selecting.
Fixes #33332
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Handle viewport size larger than preview size but very close, when the ratio was 1 the size ended up being 0.
Fixes #33497
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Resize custom class icon
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Fix layout saving error
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As a result of commit b49226e085 FileAccess::open no longer returns ERR_CANT_OPEN if the file cannot be found/opened.
Instead check against ERR_FILE_NOT_FOUND or ERR_FILE_CANT_OPEN.
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EditorNode was not correctly setting the class memeber when creating the
theme, using a local variable instead.
Theme is now created before registering exporters (as they might need it).
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Removed `default` case to prevent hiding such errors in the future.
Fixes #31939.
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Added some obvious errors explanations
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Preserve folding when sub-scene is changed
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This fades out messages originating from the editor to make messages
printed by the project stand out more.
This also tweaks wording in some editor messages for consistency.
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Add CSV import without translation.
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Adds skip-breakpoints feature
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VCS integration for Godot Editor
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There is a new setting for Default ColorPicker color mode in Editor Settings->Interface->Inspector. Initially this setting will be RGB. Editor ColorPicker will always start with mode defined in this settiing.
Fixes #30755 and #30754
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Use also invisible tabs to calculate minimum size of tab container
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hidden tabs for min size computation.
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Buildsystem and workflow improvements to the new Android custom builds
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The fade animation tended to give the editor a "sluggish" feel
when running at lower FPS (which is common in heavy 3D scenes),
so it's probably a good idea to remove it.
This also makes dimming less intense (50% instead of 60%).
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