Age | Commit message (Collapse) | Author |
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* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI
As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
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PhysicsBody now has methods move_and_collide/test_move and needed
properties for these methods: safe margin, locked axes (3D only).
Moved collision_exceptions from StaticBody to PhysicsBody for 3D
(same as 2D, and conforms to documentation).
RigidBody doesn't have test_motion method anymore, it's now redundant
with PhysicsBody.test_move.
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New icons for Gradient and GradientTexture resources
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Add editor icons for Occluder3D and OccluderInstance3D
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Add TileMap grid editor settings.
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Increase icon saturation by 30% for all editor icons
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This uses the accent color to match pressed CheckButtons after they
were updated. Checked checkboxes are now more prominent in the user's
peripheral vision, which can be useful at times. This also matches
how checkboxes look in most operating systems and web browsers.
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More saturated icons go better with the new editor theme.
These color changes only apply when using a dark theme.
The editor icon saturation can still be adjusted in the Editor Settings.
Setting the editor icon saturation setting to 0.77 should roughly match
the old icon saturation.
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- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
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Added message type filters.
Added ability to search.
Added ability to collapse multiple duplicate messages into one line.
Updated layout to allow for more vertical space in log text area.
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It existed in early Godot releases to allow working around hardware limitations
on max texture sizes (e.g. hardware limits of 1024x1024 pixels).
Nowadays the max texture size supported natively by Godot is 16384x16384, and
even low end mobile hardware should support at least 4096x4096.
The LargeTexture implementation is basically just an array with offsets, sizes
and textures and should be easy to replicate with a custom Texture resource if
needed - solving most of its bugs on the way as the implementation removed here
has various unimplemented or incomplete methods.
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This makes it possible to see whether a scrollbar grabber is at the top
or at the bottom of a scrollbar. Also, if a scrollable area is very
large, this makes it easier to notice that the area can be scrolled
(since the grabber is proportionally very small).
The scrollbar grabbers were also made thicker and slightly more opaque
for better visibility, especially in peripheral vision.
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The blue accent color is now used, which matches the default editor
accent color.
It doesn't change to match the currently configured accent color
automatically, but doing so would require modifying the CheckButton
class a lot for little benefit.
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Add a minimap to the GraphEdit
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gongpha/fix-texture3d-texturearray-icon-rasterizing
Improve Texture3D and TextureArray icons
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Advantages:
- When searching for "progressbar", you'll see both nodes in the
search results.
- More consistent with Button/TextureButton.
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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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Co-authored-by: Ugis Brekis <ugis.brekis@productmadness.com>
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Make Path3D handles visible and consistent with 2D.
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Resolves godotengine/godot-proposals#1246.
It is difficult to tell the difference between the handles for adjusting
curves and the points themselves when looking at a Path gizmo.
This re-uses the icons used for Path2D.
Unlike Path2D, this does not use a different icon for smooth vs sharp
points, as using a potentially different material for each point would
prevent batching the points in add_handles (and adding them out-of-order
messes up other logic based on handle indices).
This includes a public API change to allow specifying a texture for a
handle material. This allows spatial gizmo plugins to customize the way
a handle is rendered, if desired, but does not break existing behavior
(as providing no texture uses the default).
The path handle icons were resized as well. 16x16 is the standard icon
size. These icons were 10x10 rather than 16x16, and appeared rather
small in the editor.
To resize, I:
- Opened the original in Inkscape
- Resized the document to 16x16
- Opened the transform dialog
- Scaled by 160% proportionally
- Used Align/Distribute to center on the page
- Saved the document
- Cleaned with `svgcleaner --multipass`
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Add icons for the 'CanvasGroup' and 'CodeEdit' nodes
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This decreases the editor binary size by about 8 KB.
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Minor improvements to the Polygon 2D UV editor
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ref: #42972
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The default color was blue which is the active color, changed it to be gray by default.
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See discussion in
https://github.com/godotengine/godot-proposals/issues/169.
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See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980.
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A new `env.Run` method is added which allows to control the verbosity
of builders output automatically depending on whether the "verbose"
option is set. It also allows to optionally run any SCons commands in a
subprocess using the existing `run_in_subprocess` method, unifying
the interface. `Action` objects wrap all builder functions to include a
short build message associated with any action.
Notably, this removes quite verbose output generated by `make_doc_header`
and `make_editor_icons_action` builders.
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