Age | Commit message (Collapse) | Author |
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-Added system for feature overrides, it's pretty cool :)
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Added customizable border size and window highlight.
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Adds some default templates, an empty one (that just extends the base class) and one without the comments.
Note: If you ran a previous build of Godot 3 before, remove or rename the script_templates folder in order to get these.
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Supersedes and closes #9388.
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-Fixded BackBuffercopy object
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EditorNode: add Save/Discard/Cancel dialog
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Some places were missing in e42d59f.
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This does not affect existing projects, but will affect newly-created
editor settings and Camera nodes.
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Enhance scene tabs
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- show scene thumbnail on hover
- resize if has many tabs
- show full scene file name with current edited scene
- can be customized EditorSettings > Interface > Scene Tab
- close scene with mouse middle button
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Templates will be loaded from .godot/script_templates
For now they're disabled for GDNative.
Ideas for further improvements:
- Add a "Save as Template" option to the script editor, as it can normally only save to res://
- Support more placeholders / custom placeholders
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Fixes #8890
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This feature is mainly designed for developers who uses touchpad instead of mouse, and want to scroll instead of zoom. Every macOS developers will like it since it feels intuitive.
2 new settings are added to “editors/2d”:
scroll_to_pan: turn on to use mouse/touchpad scroll to pan canvas item editor view instead of zoom
pan_speed: use this value to change scroll speed
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Added script overview
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Also tweaked the default colors (darker and less satured)
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Colors inspired from solarized themes.
Also moved the theme settings to the Interface category.
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this might cause bugs I haven't found yet..
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New customizable editor theme
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Fix Editor/Debugger connection problems.
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Possibly fixes various editor<->debugger connection related problems.
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- Fix movement input affecting all viewports even when clicking outside
- Freelook up movement is now relative
- Prevent tool shortcut conflict when moving
- De-hardcode tool shortcuts (select, move, rotate, scale, wireframe)
- Movement speed depends on zoom distance (like panning)
- Mouse wheel controls speed (Blender-style) due to above point
- Added zoom distance indicator, hides after short delay
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Added 3D freelook navigation mode
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Separate distraction mode for scene & script editor
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- Triggered by holding RMB
- Can look around in FPS style
- Can move with WASD
- Movement speed accelerates over time
- Can multiply speed with a modifier key to go faster or slower
- Configurable in editor settings and shortcuts
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This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
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Script editor now automatically completes file paths in GDScript
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"ALL IS GOOD" was a lie.
In particular, removes verbose "path not recognized" false positive.
The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
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Feels snappier now.
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Enabled by default as in Blender, but can be disabled separately for 2D & 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
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Darkens the editor on WindowDialog popup.
This adds the following new Editor settings:
- interface/dim_editor_on_dialog_popup (true) # Enable/Disable editor dimming
- interface/dim_amount (0.6) # Percentage of how much the editor will be darkened (0-1)
- interface/dim_transition_time # The duration (in seconds) of the color blending effect (0-1), 0 is instant.
Please test this thoroughly, I haven't yet seen a case where it fails to work properly but I'm sure I didn't test all
windows of the editor :P
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
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