Age | Commit message (Collapse) | Author |
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Display scene file extensions in the editor only if there's ambiguity
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Small subdivisions aren't useful that often and make it difficult for
people to get a sense of scale in 3D.
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This also simplifies the Editor Settings as the extension is now
automatically shown to avoid ambiguity.
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Calinou/editor-array-dictionary-increase-page-size
Increase the page size for array/dictionary editors to 20
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This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
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-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
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Adjust auto scale on 4k monitors to 150%
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With smaller arrays/dictionaries, this makes it possible to view all of
an array/dictionary's items on a single page.
Larger values could be used, but make switching between node selections
quite slow, especially on low-end CPUs. They could also be problematic
with complex resource inspectors for arrays/dictionaries that contain
Resources.
This closes https://github.com/godotengine/godot-proposals/issues/2058.
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-Allows for more theme freedom
-Allows for entirely B&W themes.
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-Better margins
-Colors to delimit subresources better.
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-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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Add an editor setting for minimap opacity in visual editors
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Tweak the "Auto" editor setting hints to be more indicative
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This affects the editor scale and font hinting settings which will now
display their automatically chosen value in parentheses.
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Remove the editor quit confirmation when there are no unsaved changes
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Title Case is used for all enum values in Godot.
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The editor will still ask for confirmation if the user is working
on unsaved scenes.
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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A restart is required to apply the setting change.
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As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
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This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
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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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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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This matches the 2D editor default behavior.
Powers of two are usually better for grid divisions as they are often
used in level design.
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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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See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980.
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Fixes leak with creating editor settings
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This reverts commit 4f7a49db53c6aaabeca70fe8901144af708fb6b2.
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This also makes the invert Y axis option apply to 3D panning.
This closes #28082.
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- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
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Well, infinite for all intents and purposes.
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Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
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Depending on what one is trying to achieve, a different freelook mode
may be more desirable.
This closes #34034.
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Expose 'Embedded Windows Mode' as Editor and Project Settings
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Still a lot of work to do.
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