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2021-05-25Merge pull request #48931 from groud/add_some_tiles_editors_settingsRémi Verschelde
Add TileMap grid editor settings.
2021-05-25Add TileMap grid editor settings.Gilles Roudière
2021-05-24Add editor icons for RibbonTrailMesh and TubeTrailMeshHugo Locurcio
2021-05-24Merge pull request #48644 from Calinou/editor-increase-icon-saturationRémi Verschelde
Increase icon saturation by 30% for all editor icons
2021-05-22Tweak pressed CheckBox appearance in the editorHugo Locurcio
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.
2021-05-15Add "Support Godot Development" option to the editor's Help menuHugo Locurcio
2021-05-11Increase icon saturation by 30% for all editor iconsHugo Locurcio
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.
2021-05-09Refactor Create Theme menu in Theme EditorYuri Sizov
2021-05-07Rework the TileSet resource and TileMap nodes:Gilles Roudière
- 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)
2021-05-04Output log rewrite and enhancements.Eric M
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.
2021-04-28Remove obsolete LargeTexture, it's no longer useful since 3.xRémi Verschelde
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.
2021-04-18Refactor Edit Theme menu in Theme EditorYuri Sizov
2021-04-06Add Various ColorPicker shapesKongfa Waroros
2021-04-05Add a subtle background to editor scrollbarsHugo Locurcio
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.
2021-03-09Add interpolation bar on each channel in ColorPickerKongfa Waroros
2021-02-17Change fallback icon for abstract nodes to have a grayed out colorAaron Franke
2021-02-15Add icons for the new GPU particle attractor and collision nodesHugo Locurcio
2021-02-14Change logo in the About dialog box (return Godot's teeth)Danil Alexeev
2020-12-20Tweak the editor CheckButton "presed" appearance to be more recognizableHugo Locurcio
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.
2020-12-17Merge pull request #43416 from pycbouh/graph-minimapRémi Verschelde
Add a minimap to the GraphEdit
2020-12-16Merge pull request #44366 from ↵Rémi Verschelde
gongpha/fix-texture3d-texturearray-icon-rasterizing Improve Texture3D and TextureArray icons
2020-12-14Rename the TextureProgress node to TextureProgressBarHugo Locurcio
Advantages: - When searching for "progressbar", you'll see both nodes in the search results. - More consistent with Button/TextureButton.
2020-12-14Improve Texture3D and TextureArray iconsgongpha
2020-12-09Add icon for 'AudioStreamMP3' resourceMichael Alexsander
2020-12-05Rename CubeMesh BoxMeshMarcel Admiraal
2020-11-30Add a minimap to the GraphEditYuri Sizov
2020-11-26[Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg
use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
2020-11-25Add `AspectRatioContainer` classAndrii Doroshenko (Xrayez)
Co-authored-by: Ugis Brekis <ugis.brekis@productmadness.com>
2020-11-12Merge pull request #43408 from rcorre/path-gizmos-4.0Rémi Verschelde
Make Path3D handles visible and consistent with 2D.
2020-11-12Proposal 1246: Make Path3D handles more visible.Ryan Roden-Corrent
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`
2020-11-12Merge pull request #43220 from YeldhamDev/canvasgroup_codeedit_iconsRémi Verschelde
Add icons for the 'CanvasGroup' and 'CodeEdit' nodes
2020-11-07Add icons for the new Light2D nodesMichael Alexsander
2020-10-30Add icons for the 'CanvasGroup' and 'CodeEdit' nodesMichael Alexsander
2020-10-25Optimize SVG using `svgcleaner --multipass`Hugo Locurcio
This decreases the editor binary size by about 8 KB.
2020-10-24Merge pull request #35766 from YeldhamDev/poly2d_uv_editor_improvementsRémi Verschelde
Minor improvements to the Polygon 2D UV editor
2020-10-22fix(editor): Create new icon for TileMap RectangleEric Tuvesson
ref: #42972
2020-10-22Revert "fix(editor): TileMap Fill Rectangle icon"Rémi Verschelde
2020-10-21fix(editor): TileMap Fill Rectangle iconEric Tuvesson
The default color was blue which is the active color, changed it to be gray by default.
2020-09-25Replace AutoKey icon with a more universally understood "record" buttonHugo Locurcio
See discussion in https://github.com/godotengine/godot-proposals/issues/169.
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.
2020-07-23Minor improvements to the Polygon 2D UV editorMichael Alexsander
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.