Age | Commit message (Collapse) | Author |
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Co-authored-by: redlamp <244062+redlamp@users.noreply.github.com>
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* Show checkerboard on background.
* Add margins.
* Show Ninepatch lines (toggleable).
* Move the region to its own section so it does not pollute.
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Apply simulated slant and embolden to the TextServer `gont_get_glyph_contours` results.
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Implemented by request of @neikeq to advance in the GDExtension version of Mono.
* If a Resource type is missing upon load, it will be remembered together with its data (Unless manually overriden).
* If a Node type is missing upon load, it will be also be remembered together with its data (unless deleted).
This feature makes working with GDExtension much easier, as it ensures that missing types no longer cause data loss.
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(cherry picked from commit 65f3d99693762a86bcd6e29d3bc5c528b6ffce54)
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Implements https://github.com/godotengine/godot-proposals/issues/4096
* Nodes can be marked unique to the scene in the editor (or via code).
* Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched.
* Implementation is very optimal, as these nodes are cached.
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This replaces the existing "chainlink" instance icon that was
used for external links. That icon is still used for scene instancing.
The icon was designed by redlamp.
Co-authored-by: Taylor Wright <taylor@redlamp.org>
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Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
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* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.
This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.
Missing (will be done on separate PRs):
* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
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These icons are derived from the Mesh resource icons.
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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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