Age | Commit message (Collapse) | Author |
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size_flags_stretch_ratio value range
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It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
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Controls using the old modal API have been replaced to use popups.
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Also renamed Input to InputFilter because all it does is filter events.
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Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
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objects and made them default.
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This means clicking on an EditorSpinSlider to edit its value will
no longer cause the number to be visually offset while it's
being edited.
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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- Remove FPS dependency by using a simpler implementation that just
rounds the final number
- Make it possible to combine Ctrl and Shift together for slow,
precise snapping
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Add scrollwheel input to spin slider
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Adds the ability to adjust the editor's spin slider using the mouse scrollwheel.
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Right-clicking a property to open the context menu deselects the text field. This causes the context menu to be useless because it doesn't have anything to edit.
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Also allow lifting the decimal step formatting with a hint range step
of 0. A new `range_step_decimals()` is added for this to avoid breaking
compatibility on the general purpose `step_decimals()` (which still
returns 0 for an input step of 0).
Supersedes #25470.
Partial fix for #18251.
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Fixes #25316.
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Happy new year to the wonderful Godot community!
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Supersedes and closes #22581.
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Improve dragging behavior of editor_spin_slider
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Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
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Fixes issues with changing the size or position of a Rect. Fixes #23011
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Misc. typos
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Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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-Added expression evaluation to EditorSpinSlider, fixes #20813, fixes #18932
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-Added optional horizontal/vertical modes for vector editing (default false for vec2, true for vec3)
-Some clean ups with fonts and styles
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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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[InspectorDock] Change label offset
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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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