summaryrefslogtreecommitdiff
path: root/editor/icons
AgeCommit message (Collapse)Author
2020-09-09Rename ShortCut to Shortcut which is more grammatically correctHugo Locurcio
See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980.
2020-08-14Make the editor's 'CheckButton' icon be smallerMichael Alexsander
2020-07-28SCons: Refactor running commands through buildersAndrii Doroshenko (Xrayez)
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.
2020-07-13Commit only the SVG files changed by file_format.shAaron Franke
There were a lot of SVG files changed by file_format.sh
2020-07-11Prefer the highlight version of the "GuiTabIcon" icon for buttons, and make ↵Michael Alexsander
their width/height equal
2020-06-23Remove unused interpolate camera iconMarcus Elg
2020-06-20Remove unused ToolButton editor iconHugo Locurcio
Left-over from 31b7f02a29cdf4f1c30cfc37962f43f67380b9ad.
2020-06-20Replace the AssetLib tab icon with a less confusing designHugo Locurcio
This closes https://github.com/godotengine/godot-proposals/issues/818.
2020-06-17Restore previous mouse position when leaving the editor freelook modeHugo Locurcio
- Remove the crosshair as it no longer serves a purpose (the cursor will now appear where the user "expects" it to). This closes https://github.com/godotengine/godot-proposals/issues/1076.
2020-05-25Add `custom_modules` build option to compile external user modulesAndrii Doroshenko (Xrayez)
This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-05-17Add more missing node iconsMichael Alexsander
2020-05-15Add more missing iconsMichael Alexsander
2020-05-12Update the editor icons README to remove outdated informationHugo Locurcio
This closes #38684.
2020-05-09Use a different icon for the debugger tab with both warnings and errorsHugo Locurcio
This makes it possible to see if both errors and warnings were pushed without having to open the tab.
2020-04-24Tweak Decal icon slightlyMichael Alexsander
2020-04-14Add icon for the Decal nodeMichael Alexsander
2020-04-10Merge pull request #37344 from YeldhamDev/dialog_node_iconsRémi Verschelde
Updade dialog node's icons
2020-04-10ARVR -> XR rename icon missing fixedThakee Nathees
Fix: #37716
2020-04-01Rename ViewportContainer to SubViewportContainerMichael Alexsander
2020-03-30Register SubViewport classMichael Alexsander
2020-03-30Merge pull request #37436 from akien-mga/doc-node-renamesRémi Verschelde
doc: Update classref with node renames
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
2020-03-27Rename more 2D and 3D nodes to follow conventionRémi Verschelde
Rename editor plugins to match the new node names.
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-03-26Updade dialog node's iconsMichael Alexsander
2020-03-25SCons: Drop support for Python 2Rémi Verschelde
We now require SCons 3.0+ (first version with Python 3 support), and we set min required Python 3 version to 3.5 (3.4 and earlier are EOL).
2020-03-21Working sky shader implementationclayjohn
2020-03-01Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-02-28Add more missing icons (and adjust a few)Michael Alexsander
2020-02-28Add unique icon to Polygon2DTomasz Chabora
2020-02-28Renamed NavigationPolygonInstance to NavigationRegion2DAndrea Catania
2020-02-27Renamed PlaneShape to WorldMarginShapeAndrea Catania
2020-02-27Renamed NavigationMeshInstance to NavigationRegionAndrea Catania
2020-02-25Update PackedIint/FloatArray icons for the new typesMichael Alexsander
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-24Use PascalCase file names for editor iconsHugo Locurcio
Using PascalCase file names without any conversion step is less confusing to new contributors.
2020-02-23Add icons for some new variantsMichael Alexsander
2020-02-19Merge pull request #35784 from Calinou/remove-3d-camera-gizmo-iconRémi Verschelde
Remove the 3D camera gizmo icon
2020-02-18Convert "Pool*Array" icons into "Packed*Array"Michael Alexsander
2020-02-11Visual GPU profiler and related profiling support in Vulkan.Juan Linietsky
2020-02-11Modernized default 3D material, fixes material bugs.Juan Linietsky
2020-02-10Remove AnimationTreePlayer nodeMichael Alexsander
2020-02-09Remove unused GodotDocs and ParticleAttractor2D editor iconsHugo Locurcio
2020-01-31Remove the 3D camera gizmo iconHugo Locurcio
The gizmo icon obstructed the line-based camera gizmo, which made it difficult to see the actual camera orientation. This also removes the unused SpatialStreamPlayer gizmo icon. This closes https://github.com/godotengine/godot-proposals/issues/425.
2020-01-15Add an icon for OGG samplesHugo Locurcio
The icon is the same as WAV samples, as both formats are accepted in AudioStreamPlayer. This closes #35163.
2020-01-13Add a crosshair to the 3D viewportHugo Locurcio
The crosshair makes freelook navigation a bit easier, while making it clearer that it's possible to select nodes by clicking while in freelook mode. The crosshair is only displayed while in freelook mode. It uses an icon designed to be visible on any background.
2020-01-01Tint 3D light gizmos using the light's colorHugo Locurcio
This makes navigation more convenient in the 3D viewport, especially when using the unshaded display mode.
2019-10-16Add editor icons for X509Certificate and CryptoKeyHugo Locurcio
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2019-09-27Draw an indicator to denote overbright colors in ColorPickerHugo Locurcio
This makes it faster to distinguish overbright colors from "standard" colors.