Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-08-18 | Improve the appearance of 2D path editors | Hugo Locurcio | |
- Add new handle icons for path/polygon editors - Add smooth path point icons and curve tangent icons - Use a gray color for tangent lines in the Path2D and Path editors - Use antialiasing for Path2D lines | |||
2019-08-17 | Improve timeline drawing in the animation editor | Hugo Locurcio | |
A small arrow-like icon is now drawn at the top of the timeline. The timeline is now also wider as to be more visible. | |||
2019-08-08 | Add particles icon to CPUParticles | Cameron Reikes | |
2019-08-04 | Make keyframes easier to select in the animation easier | Hugo Locurcio | |
Keyframe SVG icons are now 10×10 instead of 8×8 (except for Bezier-related icons). This makes them easier to select since the empty space is part of the clickable area. Selected keyframes are now also visually larger to make them easier to distinguish from unselected keyframes. This closes #27276. | |||
2019-07-29 | Make the expand icon in the bottom panel always be the same | Michael Alexsander Silva Dias | |
2019-07-24 | added pointMesh primitive | clayjohn | |
2019-07-19 | Adds contextual item in scene tree dock to wrap selection in a new node | Julian Murgia | |
Fixes #20187 | |||
2019-07-13 | Remove unused Vulkan icon | Hugo Locurcio | |
This icon was likely added to be used in the renderer selection dropdown, but now that the GLES2 and GLES3 icons have been removed in favor of just using text, it'll probably never be used. | |||
2019-06-28 | Add support for creating editor icons per module | Andrii Doroshenko (Xrayez) | |
The functionality is similar to how `doc_classes` are retrieved per module. The build system will search for custom icons path defined per module via `get_icons_path()` method in `config.py` or default icons path. If such paths don't exist, only the editor's own icons will be built. Most module icons were moved from editor/icons to respective modules. | |||
2019-06-23 | Display invalid value keys in AnimationTrackEdit | Rémi Verschelde | |
Godot 2.1 and 3.0 had this feature but it was lost in the rewrite of the animation editor in 3.1. Drop unused KeyValid icon, since all valid keys now have a custom type icon. | |||
2019-06-20 | Merge pull request #24116 from Calinou/editor-theme-improved-checkbuttons | Rémi Verschelde | |
Improve CheckButtons in the default editor theme | |||
2019-06-08 | Display a "loading" placeholder while icons are loading in the assetlib | Hugo Locurcio | |
2019-06-03 | added MultiMeshInstance2D node for using MultiMesh in 2D | clayjohn | |
2019-06-03 | Better visual shader icon | Michael Alexsander Silva Dias | |
Closes #20695. | |||
2019-04-30 | Issue-28355 - show spaces in editor | miwanczuk | |
2019-04-23 | Merge pull request #25510 from groud/tilemap_editor_enhancement | Hein-Pieter van Braam | |
Move some tilemap options to the toolbar | |||
2019-04-15 | Icon was missing | Juan Linietsky | |
2019-04-13 | Ability to create sprite frames in AnimatedSprite from sprite sheet. | Juan Linietsky | |
2019-03-26 | Add a "Request Docs" button to code editor. | Juan Linietsky | |
2019-01-30 | Move some tilemap options to the toolbar | Gilles Roudiere | |
2019-01-16 | Rename OrientedPathFollow to PathFollowOriented | Danilo Villa (Davi) | |
2019-01-08 | Removed splits in Polygon editor, replace by internal vertices and polygon ↵ | Juan Linietsky | |
support. | |||
2018-12-02 | Improve CheckButtons in the default editor theme | Hugo Locurcio | |
2018-10-19 | Add icon_script_extend & update the icon @runtime | Will Nations | |
2018-10-16 | Switch unoptimized handlers from spatial editor viewport to optimized ones | Michael Alexsander Silva Dias | |
2018-10-05 | Added noise texture icon, fixes #22704 | qonnop | |
2018-10-02 | Merge pull request #21421 from YeldhamDev/mult_view_changes | Rémi Verschelde | |
Small improvements to the Spatial Editor's multiple viewport mode | |||
2018-09-28 | SCons: Build thirdparty code in own env, disable warnings | Rémi Verschelde | |
Also remove unnecessary `Export('env')` in other SCsubs, Export should only be used when exporting *new* objects. | |||
2018-09-22 | Icon for TextFiles | Paulb23 | |
2018-09-16 | Improve checkboxes in the default editor theme | Hugo Locurcio | |
2018-09-13 | Use plain text instead of icons for video driver toggle | Rémi Verschelde | |
Fixes #21660, supersedes and closes #21724. | |||
2018-09-12 | Misc. typos | luz.paz | |
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"` | |||
2018-08-29 | Ported CPU particles to 2D | Juan Linietsky | |
2018-08-25 | Small improvements to the Spatial Editor's multiple viewport mode | Michael Alexsander Silva Dias | |
2018-08-09 | Merge pull request #20585 from MarianoGnu/tileset_editor | Juan Linietsky | |
New TileSet Editor | |||
2018-08-09 | too much information, made it less information | Juan Linietsky | |
2018-08-09 | New TileSet Editor | MAriano Javier Suligoy | |
2018-08-09 | Information sign for MarianoGNU | Juan Linietsky | |
2018-08-06 | Added proper import support for 3D and Array textures | Juan Linietsky | |
2018-07-27 | Running builder (content generator) functions in subprocesses on Windows | Viktor Ferenczi | |
- Refactored all builder (make_*) functions into separate Python modules along to the build tree - Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere - Introduced stub to use the builders module as a stand alone script and invoke a selected function There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp) on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky builds. Running all such content generators in a new subprocess instead of directly inside the build script works around the issue. Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle. Suggested workaround did not fully work either. Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of running a cross-compilation on Windows they would still be used, but likely it will not happen in practice. What counts is that the build itself is running on which platform, not the target platform. Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is. | |||
2018-07-23 | Implemented Soft body | AndreaCatania | |
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer | |||
2018-07-19 | -Project/Editor settings now use new inspector | Juan Linietsky | |
-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 | |||
2018-07-18 | Several improvements to editor inspector usability and style | Juan Linietsky | |
2018-07-16 | Finally figured out how to implement AnimatedTexture properly. | Juan Linietsky | |
2018-07-15 | Added small icon to expand the bottom panel (and shortcut too) | Juan Linietsky | |
2018-07-14 | Visual Shaders are back. | Juan Linietsky | |
2018-07-12 | Merge pull request #19540 from muiroc/cylinder | Max Hilbrunner | |
Cylinder resource and collision shape (bullet only) | |||
2018-07-06 | Support for CPU based particles, which aids compatibility with OpenGL ES 2.0 | Juan Linietsky | |
2018-07-04 | Merge pull request #19849 from willnationsdev/expose-script-create-dialog | Max Hilbrunner | |
Expose ScriptCreateDialog to EditorPlugin | |||
2018-07-04 | Expose ScriptCreateDialog to EditorPlugin | willnationsdev | |