Age | Commit message (Collapse) | Author |
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Rename the TextureProgress node to TextureProgressBar
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Advantages:
- When searching for "progressbar", you'll see both nodes in the
search results.
- More consistent with Button/TextureButton.
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Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
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-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer.
-Integrated MeshOptimizer
-Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
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The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.
Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.
There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).
Fixes #28669.
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Cleanup unused engine code
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Follow-up to #44188 and #44189.
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[Complex Text Layouts] Implement TextServer interface.
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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Now that the F1 key is available, we can bind Search Help to the key
generally used in other applications to open the help menu.
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Export presets contains the export_path option, to specify the default
export location, but the CLI export option disregarded that, and always
required and export path to be specified.
After this commit, if the export path is not specified in the command,
the one in the preset will be used, erroring only if it's not present or
invalid.
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Require Ctrl for switching between editors, bind F2 to Rename Node
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Use 75% editor scale on small displays automatically
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This also makes borders always display in the editor theme,
even if the editor scale is below 100%. Otherwise, "focus" outlines
would vanish when using an editor scale below 100%,
which harms usability.
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Improve messages related to overriding the default editor layout
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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-Rename pixel_snap to snap_2d_to_vertices
-Added snap_2d_to_transforms which is more useful
Fixes #41814
Solves proposal https://github.com/godotengine/godot-proposals/issues/1666
Supersedes #35606, supersedes #41535, supersedes #41534
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-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
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The editor used to only copy drag-dropped files in the File System pane
if the given file was a valid resource, or had a specific file format
(ttf, otf).
With this PR, all drag and dropped files are copied instead, no matter
their extension.
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-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
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Create user-dir, if non-existant, so it can be opened with Godot
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See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980.
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Revert #41164, add subsystem build option.
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Make the Import dock depend on the FileSystem dock for editor feature profiles
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Debugger Plugins in Godot
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Fix Camera2D Incorrect Preview Bounds
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Changes:
* EngineDebugger is exposed to gdscript. Game side of communication can be implemented through it.
* EditorDebuggerPlugin is added which handles the editor side of communication.
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This reverts commit 4f7a49db53c6aaabeca70fe8901144af708fb6b2.
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This closes #33884.
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Resize various dialogs
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Fix cancel/OK button order on macOS
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resource depency dialogs).
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