Age | Commit message (Collapse) | Author |
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Having local_space enabled when starting a transform changed the
behavior of VIEW space transforms. Now we disable local_space when
starting a blender transform (there was already logic to restore the
setting after the transform ends).
This also hides the gizmo while performing a blender transform,
otherwise the user will see it snap back and forth between the local and
global alignment. I think the transform looks cleaner with the gizmo
hidden anyways.
Fixes #59392.
(cherry picked from commit 806425621cfa3daba3ba9f6b020726490a3152a4)
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(cherry picked from commit 5a3dbea3ed95b6b1ff0847daf1669aa88515801b)
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(cherry picked from commit fb317546fe4ded0c5ea192ae9a870722a0d6e59c)
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selected TileSet after an edit call with a null pointer.
(cherry picked from commit 66374c8dcee3eab1e0878e892be32cd257b43a5b)
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fix typo `set_polygon` in GenericTilePolygonEditor
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issue in the safer way.
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Fix tile atlas merging crash
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conflicts with special character input.
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Improvements and fixes based on Weblate comments
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Recent changes in Godot cause the theme editor to become hidden when
editing a child resource. This causes a crash when editing style box
resources marked as "main styles" (= leading styleboxes in the code), as
they try to reference the currently edited theme.
This commit works around the issue by permitting the Theme Editor to
keep a reference to the most recently edited Theme. Furthermore, it adds
an assertion to avoid a similar crash in the future.
Long-term, the workaround should probably be removed when the theme editor
is fixed to remain visible while editing child resources, but I'd keep
the assertion.
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Fix Save All trying to save empty scene paths
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Node3DEditorViewport - Remove duplicate wireframe check and cleanup
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Fix some TileMap errors and crashes
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Support editing JSON in ScriptEditor
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Fix random placement behaviour in new TileMap Editor
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* Description of `ui_text_submit` action should be "Submit Text" instead of "Text Submitted".
* Spell out "Animation" instead of using "Anim.".
* Treat "Max" as regular word instead of writing "Max.".
* Use generic "Set %s" for action name instead of a dedicated "Set target_position".
* Add translator comment for:
* "Inclusive" and "Self" in the profiler.
* Places where it needs the context about being an editor progress label.
* "Duplicated Animation Name" since it's refering to the new name of a duplicated animation.
* Disambiguation of "View Plane Transform", "Paste Selects" and "Display Normal".
* Fix wrong undo action name for renaming an input action.
* Fix missing end quote in a shader error message.
* In class reference:
* Fix duplicated "if" in the description of `signf()`.
* Fix mismatched example output in `String.operator %()`.
* Fix typo in the description of `Decal.texture_emission`.
* Unify description of `String.match()` and `StringName.match()`.
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Fix bugs if 2 selections were on same line.
Fix bugs when selection ended at new line.
Make carets stay in place after operation and on undo.
Affects: delete lines, move lines, toggle comments, bookmarks and breakpoints.
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Previous pr: #46435
Fixes: #45969
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Fixes #45969.
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Avoid cleaning up editor plugins when property list changes
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Remove WARNING "ray: index" for debug from SkeletonEditor
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Also removes a usability hack from the Theme editor, as it doesn't work anymore,
and it confuses the Inspector.
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ColorPicker now supports color constants.
Modify code comments.
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Fix a bug where scattering could be set to e.g. 0.9 but a tile would still always be placed, as the check rand > 0.9 would be run on every mouse movement until it was successful.
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Fix error spam when deselecting TileMap
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Fix TileMap patterns creation
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Fix internal editor not updating when using external editor via LSP
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Fix NavigationMesh baking AABB Editor handling and visuals
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Fixes handling and visuals for Navigation Mesh baking AABB in the Editor.
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Consistent with NodeTimeSeek parameters OtherNodes
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Use enum instead of int in virtual methods return type
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Expose EYE_OFFSET to gdshader code
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