Age | Commit message (Collapse) | Author |
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-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
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Fixes #20119 where newly installed templates were not detected.
Also fix a bug with preset deletion where it would attempt to
edit an already removed preset. For this I made it so that
ItemList::deselect_all() also resets `current` to -1, as a manual
ItemList::deselect(idx) already does.
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Add audio preview to Inspector dock
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regression from d65ac7378c77648124e0e8acd09cea8fd0d104cd
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Expose ScriptCreateDialog to EditorPlugin
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Add a message when there is nothing to Undo or Redo
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-Fix on scene importer, keeping changes to animation tracks was not working
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This reverts commits 28ab60422d648d43d219186ea0ecffce1645188f
and 7821b70a00768cb99c0b48450eabe5a687ae276c.
Fixes #19576, and likely the fact that subresources are no
longer saved when saving scenes with no change.
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-Add RootMotionView, to debug root motion in 3D (disabled in runtime)
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This commit also fixes a crash in the BlendSpace2D as well as correct
the drawing of the x-zero indicator in the BlendSpace2D editor plugin.
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with delete key
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-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
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KEY_MASK_CMD is automatically replaced by KEY_MASK_CTRL on non-OSX
and KEY_MASK_META (Command key) on OSX, so it should be used for all
Ctrl/Cmd + key shortcuts.
Also de-hacked the macOS shortcut replacements with proper conditional
definition. Not tested on macOS, cannot judge if they are good shortcuts.
Fixes #10761.
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Modules can register their own editor plugins (like GridMap does),
so no need to put module-specific classes in the `editor/` folder.
Also cleans up the previous SCons env pollution from the Recast
module, integrating its code into libmodules as other modules.
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Add EditorPlugin.build() build callbacks
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Adding font preview to file browsers
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-Plenty of fixes and improvements to new inspector
-Fixes that were needed to make inspector work better
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-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
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Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
a
Implemented implicit hierarchy.
Improved
Added some physics properties
Added bone offset to preserve COM, partially fixed scaling
work in progress
WIP
wip
Implemented Joint Gizmos
Implemented pin joint joint
Implemented all joints
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Added EditorPlugin 'resource_saved' signal
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Implement universal translation of touch to mouse (3.1)
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Fix Coverity reports of uninitialized scalar variable
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This reverts commit 00c689d625d0243577c225612aa86aa6a85274c4.
Reason: "Missing template" is just one possible explanation for
`err` being != OK here, it does not make sense to hardcode it in
the generic error message (and break translations doing so).
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Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
** Summary of changes to settings: **
- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
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Added a more specific error message on export
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Make 'Export PCK/ZIP' work well with EditorExportPlugin
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-Missing Icons
-Missing freezing option (for baking light and faster load)
-Missing a way to export from Godot (GLTF2?)
-Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs)
Happy testing!
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Add debug flag to the 'Export PCK/ZIP' option
Make 'Export PCK/ZIP' notify when the export process begins. This is necessary to receive the 'EditorExportPlugin::_export_begin' callback
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Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
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Fix converting to tileset crashes Godot if existing file is not tileset
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