Age | Commit message (Collapse) | Author |
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Remove redundant non-trivial Variant types initializations
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Somehow I missed the failing CI report from trailing whitespace.
Fixed a couple typos found by codespell while at it, and misc
trailing semicolons in one of the files.
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Fix clicking in gradient editor
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Now splitted into two classes:
- EditorDebuggerPlugin (RefCounted).
- EditorDebuggerSession (abstract).
This allows the EditorPlugin to be in control of the debugger plugin
lifecycle, be notified when sessions are created, and customize each of
them independently.
We should slowly transition the various profilers and captures in
ScriptEditorDebugger to their own plugins, and decouple
ScriptEditorDebugger from it's UI part (making it the "real"
EditorDebuggerSession potentially dropping the wrappers).
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- When double-clicking on the gradient we should open the colour picker and create a colour key.
- Instead, we were also evaluating the click further down producing the colour key to move around.
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GDExtension: Improve error message for invalid library feature flags
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Code simplifications
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Fix GradientTexture2D's preview
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CanvasItemEditor:
- p_result == ADD_MOVE is always true in this switch-clause
- both parts of the if-else-clause do the same thing and simplified an affine_inverse call
ControlEditorToolbar:
- private function ControlEditorToolbar::_anchor_to_position is used nowhere. Looks like
copy and paste from CanvasItemEditor::_anchor_to_position
ScrollContainer:
- screen_is_touchscreen is always true, because otherwise the function already returned
TextLine:
- both parts of the if-else-clause do the same thing and simplified return statement
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Add call_deferred() method to Callable
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Fix -Wunused-but-set-variable warnings from Emscripten 3.1.20
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Fixes https://github.com/godotengine/godot/issues/63227
My version for the error message is:
`No suitable library found. The libraries' tags referred to an invalid feature flag. Possible feature flags for your platform: %s`
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Interleaving draw_rect calls with and without a texture forces every rect to
have its own draw call. In this case it meant that there is a draw call for every single
tile in the atlas. This change makes it so the renderer can batch draw calls
which reduced the draw call count by a factor of 512
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Rename Image's `get_rect` to `get_region`
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- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
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Fix multiple issues with region editor
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Fix error in curve editor multiline string draw
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Cast dragged file name extension to lowercase
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Improve dragging scene into 3D viewport
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Also renames its parameter to from "rect" to "region".
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Remove the usage of pointers in signal call, to fix #67941
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Hide axis gizmo after translating 3D nodes
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Fix type mismatch error when deselecting a 3D gizmo
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Add alert in anim trees if resource load fails
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Unify usage of GLOBAL/EDITOR_GET
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Make Marker3D gizmo resizable
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Simplify GDVIRTUAL_CALL calls
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Allow selecting SpinBox & LineEdit text when focus enters
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Set the shortcut context for the edit/search/goto menus to the ScriptEditor so that shortcuts continue to work when FindReplaceBar is focused.
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kleonc/sprite-frames-editor-fix-frame-index-calculation
`SpriteFramesEditor` Fix calculating frame index from mouse position
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Make Camera3D gizmo clickable
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Rename queue_delete => queue_free
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Minor code improvements
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The signal was emitted right as the node was being disposed of. Since
the connection was deferred, the receiving method received an already
freed pointer. Instead, we listen to the text_changed signal and keep
record of the edited text which we then use to update node name when
the LineEdit goes out of focus.
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* When there's nothing to collide with:
* Place the new scene on XZ plane when possible.
* When the camera does not point toward the XZ plane or the
intersection is too far away, place the new scene on a plane that
is in front of the camera and parallel to the frame.
* Fixes positioning when in orthogonal view.
* Place on physical collision point or the XZ plane when possible.
* Otherwise, place it on the plane in front of the camera as if the
camera was perspective.
* Makes use of snap settings when placing the new scene.
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