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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Expose ScriptCreateDialog to EditorPlugin
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Add a message when there is nothing to Undo or Redo
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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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-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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Allow users to add items to Tool menu
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
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Inspector: Implemented a collapse/expand all (v2)
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Restore scenes on startup, issue 2385
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- Now it is usable from both `CanvasItem` and `Spatial` editors.
- `EditorPlugin` API changes:
- `forward_draw_over_canvas()` becomes `forward_draw_over_viewport()`.
- `update_canvas()` becomes `update_overlays()`, which now triggers the update of every overlay on top of any 2D or 3D viewports present. Also now it returns the number of such viewports, which is useful whenever you need to know the number of draw-over calls you'll get.
- New: `[set/is]_force_draw_over_forwarding_enabled()` to force overlaying regardless it handles the current object type, in a similar fashion as `[set/is]_input_event_forwarding_always_enabled`. This kind of overlay is also on top of those for regular handled node types.
- New: `forward_force_draw_over_canvas()`, which is the callback that gets called for plugins that enable forced overlaying.
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#9427) via popup of "Object properties" button.
Editor Settings->Interface->Editor: added "Expand All Properties" option. Off by default.
Cosmetics fixes due to @Reduz notes.
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Save scene preview even when not doing save and play.
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Changed FileDialogs for EditorFileDialogs in EditorNode.
Updated CheckButton.
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Added icons for files/folders in drag preview
Fixed folders getting an empty string label
Don't show "1 more file(s)" label instead of the file
Added "more folders" case if moving folders exclusively
Merged drag_files and drag_files_and_dirs to reduce code duplication
Simplified get_drag_data_fw and removed commented out code
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Renamed function arguments to keep them consistent between declaration and implementation
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Also add missing copyright headers.
[ci skip]
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implementation
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or instanced resources from scenes.
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Improve build callbacks
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- Build callbacks now return bool to determine if the build was successful. If the build fails, the editor won't run the game.
- Makes sure build callbacks are called after saving the scene ("Save Before Running" option).
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-fixed to code completion
-fix shader crash bug reported by tagcup
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Mostly in EditorNode, dropping some obsolete editor plugins and also a
cleanup of ProjectSettings/EditorSettings.
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-Added EditorInterface to EditorScript
-Added functions to save the scene to EditorInterface
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Added notification const NOTIFICATION_WM_ABOUT
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