Age | Commit message (Collapse) | Author |
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Add a property to control DynamicFont anti-aliasing
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- Editor font anti-aliasing can now be disabled in the Editor Settings.
- DynamicFonts used in projects can now have their anti-aliasing
disabled in their DynamicFontData child. Changes will be visible
upon reloading the scene in the editor.
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Made 'draw relationship lines' (at Editor Settings) enabled by default.
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This also increases line spacing in license texts in the editor's
About dialog.
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Add files to tree view
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Note, it will only used by the Editor, not when running the game.
This allows package maintainer to compile Godot to use system installed
certificates when accessing the AssetLib.
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Equivalent of the cumbersome:
if (OS::get_singleton()->is_stdout_verbose())
print_line(msg);
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Add more project window placement options
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It is now possible to use the previous or next monitor (relative to
the editor) to display running projects. If either end is reached,
it will wrap around to the last or first monitor (respectively).
This closes #20283.
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Add a way to disable the split view in the FileSystem dock
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Also add a parameter as the max height before split
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When starting up try creating directories recursively
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Previously we had a check to see if cache and data directories exist and
another check to try to make them if they do not. However the second
check was never reached if we don't have the directories in question.
Furthermore for cache directories on Linux people who never started a
desktop environment we need to recurisively create the XDG directory as
well as the godot specific directory.
This fixes #17963
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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Few fixes for editor tab in editor settings
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The line number is hightlighted to indicate that the line contains only
type-safe code.
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- Allow type hints to be completed.
- Use type information to infer completion candidates.
- Show typed function signature in tooltip.
- Add type hints when completing declaration from virtual functions
(optional).
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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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from main editor.
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Fix shortcuts using KEY_MASK_CTRL instead of KEY_MASK_CMD
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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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Add a ToggleButton for alphabetic sorting in methods overview
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Fixes #18737
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GDScript function definition and get_node shortcut syntax highlighting
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It was mistakenly changed to RGBA in #18525 when it should have
stayed RGB (the 3D grid does not currently support transparency).
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added bold font to editor (support for coustom bold font)
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Improve the 3D editor grid
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