Age | Commit message (Collapse) | Author |
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So places that need to look into it can use the list instead of parsing
ProjectSettings details (like checking "*" in path for testing if it's
singleton).
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Makes "Create shader node" dialog non-exclusive (visual shaders)
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Fix undo/redo for bone painting in Polygon2D UV Editor
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Remove String::find_last (same as rfind)
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`ConvexPolygonShape2D` and `ConcavePolygonShape2D` are only meant to be
used directly in code and not in the editor for physics-based use cases
specifically.
Developers are advised to use `CollisionPolygon2D` instead, which does
generate those shapes under the hood, handling polygon convexivity,
proper orientation etc.
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Implement filename disambiguation for scene tabs and script names
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This fixes issue #39844, where the confirmation dialog when a user
attempts to close an unsaved script did not actually save it even after
clicking "Save."
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notification.
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Fix possible accidental duplication of Polygon2D start point
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Make tilemap lines/rectangles their own tools
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A static function is added to EditorNode which allows for filename
disambiguation given a list of filenames and the corresponding list of
absolute paths for those files. This function is then used to
disambiguate scene and script tabs in the editor.
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akien-mga/canvasitemeditor-fix-dropped-scenes-position
CanvasItemEditor: Fix losing position for drag'n'dropped scenes
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Move GI to a deferred pass
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Fix to ensure that undo/redo works when painting bones in the Polygon2D
UV editor. Previously, bone painting would continue silently in the
background, because a mouse click signalling the end of an edit would
not be appropriately dealt with.
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Ensures that closure of Polygon2D in the editor takes into account
Grid Snap if enabled. Does this by comparing the polygon start with
grid snap applied to mouse click location. Note: transformation is
applied in order to deal with different editor zoom levels.
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[macOS] Control key + scroll wheel should zoom not pan
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Fix error label clicking in status bar for shader editor
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Modifies polygon auto-completion based on UV editor scale, in order
to enable finer grained control for the user. Enables selection of
points closer than the current threshold of 8 pixels.
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Fixes #26549.
Supersedes #36309.
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Prevent the gizmo distance from being zero by MAX-ing it with CMP_EPSILON
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Fix "Fully Axis-Locked" Freelook Navigation Scheme
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Scroll horizontally when holding Shift with Scroll to Pan enabled
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Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081.
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This closes https://github.com/godotengine/godot-proposals/issues/1077.
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Together with godotengine/godot#39395 for 3.2.x, this fixes godotengine/godot#32520
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Fix editor texture preview for certain specific dimensions
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Ensures no error is issued when attempting to preview a resource that
may be scaled down to <1 pixel when resizing to fit the thumbnail.
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Fix a random crash in the TileSet editor
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Occurred when selecting polygon collision mode, then drawing a single point, then selecting rectangle mode, and finally trying to select a rectangle.
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- 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.
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Display freelook speed and zoom in units in the 3D editor viewport
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Now that the 3D editor grid is infinite and adjusts its step automatically,
this helps people get a better sense of scale when moving around in the
3D viewport.
This also fixes the indicator bar drawing on hiDPI displays.
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Skeleton and Skeleton inspector low-level changes
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Changes listed below:
* Added helper functions to Skeleton3D for converting transforms from bone space to global space, and vice versa.
* Updated the Skeleton3D class reference.
* Changed the icon used for bones in the Skeleton3D inspector to use BoneAttachement3D's icon.
* Changed the Skeleton3D inspector to use EditorPropertyTransform and EditorPropertyVector3 when possible.
* Placed the Transform/Matrix for each bone in a sub-section, so it is visually similar to the Node3D inspector.
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Change the default editor camera rotation to position it in +X +Y +Z
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