Age | Commit message (Collapse) | Author |
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The new default project theme uses StyleBoxFlat extensively for
a more modern design and better scalability to multiple resolutions.
SVG icons are now used in place of PNG icons. While this does not
allow for true vector-based icon drawing (icons are still rasterized
at load-time), this makes the design work easier for contributors
and opens the door to vector drawing in the future (e.g. with polygons
or SDFs).
Like for editor icons, the SVG header file is now built automatically
when a SVG file is changed. This removing the need for running
`make_header.py` manually (TODO).
The "Use Hidpi" project setting has been removed in favor of a
"Default Theme Scale" project setting, which allows creating the
default theme at a higher/lower scale than the default.
This can be used when designing GUIs with a high base resolution
to ensure crisp visuals.
Co-authored-by: Yuri Sizov <yuris@humnom.net>
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Add FlowContainer
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Calinou/editor-anchor-icon-improve-accent-visibility
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GPUParticles attractors and collision are currently only available in 3D.
Their 2D counterparts haven't been implemented yet, but they will use
separate nodes.
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This makes easing tracks easier to recognize, in a way similar
to curved lines in the Path2D editor.
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Add `ShapeCast2D` node
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Reimplement ping-pong animation and reverse playback
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1. Explicit and unambiguous when comparing to `GradientTexture2D`
2. Consistent with other class names where 1D is used in the engine.
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Calinou/colorpicker-overbright-indicator-tweak-icon
Tweak overbright indicator icon to be more visible on white background
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An outline is now present on all sides to ensure it's more visible
when the "new" color (on the right of a ColorPicker) is overbright.
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Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
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This makes the Linear and Cubic icons in particular easier to
distinguish from each other.
The Cubic interpolation icon's curve was also changed to be
more distinguishable from the Linear icon's curve.
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This switches to the default icon color so that the accent color
modulation becomes more easily visible.
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* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance
Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
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* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
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Co-authored-by: Mariano Javier Suligoy <marianognu.easyrpg@gmail.com>
Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
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NodeAnimation"
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Co-authored-by: Chaosus <chaosus89@gmail.com>
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Co-authored-by: Lyuma <xn.lyuma@gmail.com>
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Added preview of breakpoint placement on hover. Added override of icon for the Editor to use an SVG so it is no longer blurry.
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Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody
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Remove unused editor icons
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The icon was present in `editor/icons/`, but it was never implemented
in the editor gizmos code.
This also removes some unused gizmo drawing code (overridden methods
that are no longer called anywhere).
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Rename WorldMarginShape to WorldBoundaryShape
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Add Listener2D
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Implement properties arrays in the Inspector.
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Add AnimatableBody inherited from StaticBody for moving platforms
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Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused
Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).
Also updated description for the different physics nodes to make their
usage clearer.
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