Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-11-28 | Fixed invalid visual shader outputs (TRANSMISSION, ALPHA_SCISSOR) | Yuri Roubinsky | |
2020-11-28 | Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-rework | Rémi Verschelde | |
Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts. | |||
2020-11-28 | Merge pull request #41100 from bruvzg/ctl_text_server_interface | Rémi Verschelde | |
[Complex Text Layouts] Implement TextServer interface. | |||
2020-11-26 | [Complex Text Layouts] Refactor TextEdit and CodeEdit controls. | bruvzg | |
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. | |||
2020-11-26 | Added extra warning to VisualShaderNodeTexture + fix warning appearing | Yuri Roubinsky | |
2020-11-25 | Merge pull request #43861 from JFonS/fix_gizmo_defval | Rémi Verschelde | |
Fix binding of default value in EditorSpatialGizmoPlugin::get_material() | |||
2020-11-25 | Fix binding of default value in EditorSpatialGizmoPlugin::get_material() | jfons | |
It was commented for some reason I can't remember. | |||
2020-11-23 | Add is_valid() check for InputEventKey in CanvasItemEditor. | Eric M | |
2020-11-23 | Implement new shortcuts system. | Eric M | |
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'. | |||
2020-11-19 | Merge pull request #43668 from GryphonClaw/master | Rémi Verschelde | |
added shortcuts/hotkeys for tileset editor plugin collision buttons, … | |||
2020-11-19 | Update the 3D grid when the "View Grid" checkbox is changed | Aaron Franke | |
2020-11-18 | added shortcuts/hotkeys for tileset editor plugin collision buttons, with ↵ | GryphonClaw | |
suggested changes. | |||
2020-11-18 | Fixes rotation in select mode on macOS | Haoyu Qiu | |
2020-11-16 | Remove empty lines around braces with the formatting script | Aaron Franke | |
2020-11-12 | Merge pull request #43408 from rcorre/path-gizmos-4.0 | Rémi Verschelde | |
Make Path3D handles visible and consistent with 2D. | |||
2020-11-12 | Proposal 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` | |||
2020-11-09 | Improve the 3D editor selection box appearance | Hugo Locurcio | |
- Draw two boxes slightly offset from each other to give the illustion of a thicker outline. - Decrease the offset compared to the 3D node's AABB to give a more accurate representation of its size. - Make the box fully visible instead of only displaying the corners. - Draw a x-ray version of the box that's more translucent, but visible through walls. This helps make the box more visible while still having a sense of depth. - Use an orange color similar to the 2D editor. | |||
2020-11-07 | Reorganized core/ directory, it was too fatty already | reduz | |
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code | |||
2020-11-06 | Refactored Variant Operators. | reduz | |
-Using classes to call and a table -For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr. | |||
2020-11-04 | Move call to update the 3D grid into check for updating the view | Aaron Franke | |
2020-11-02 | Merge pull request #42979 from Mallos/fix/tilemap-floodfill | Rémi Verschelde | |
fix(editor): TileMap floodfill with same tile ID and different variation | |||
2020-10-29 | Merge pull request #43192 from YeldhamDev/poly2deditor_buttons_flat | Rémi Verschelde | |
Set previous tool buttons in the Polygon2D editor to be flat again | |||
2020-10-29 | Set previous tool buttons in the Polygon2D editor to be flat again | Michael Alexsander | |
2020-10-29 | Fix "Move Points" button sometimes not showing up on UV mode in the ↵ | Michael Alexsander | |
Polygon2D editor | |||
2020-10-26 | Merge pull request #42995 from Ev1lbl0w/bugfix-zoom-visibility | Rémi Verschelde | |
Fix visibility issue with zoom label | |||
2020-10-26 | Fix visibility issue with zoom label | Ev1lbl0w | |
2020-10-26 | Merge pull request #42229 from Calinou/2d-editor-improve-undo-log-messages | Rémi Verschelde | |
Improve undo log messages in the 2D editor for additional context | |||
2020-10-26 | Merge pull request #43075 from Xrayez/color-ramp-to-gradient | Rémi Verschelde | |
Fixup `ColorRamp` to `Gradient` renames | |||
2020-10-26 | Merge pull request #43050 from Pleto/enhance_tileset_sorting | Rémi Verschelde | |
Enhancement for tileset sorting | |||
2020-10-26 | Enhancement for tileset sorting | Pleto | |
2020-10-25 | Gizmo handles transparent again | David Sichma | |
2020-10-25 | Fixup `ColorRamp` to `Gradient` renames | Andrii Doroshenko (Xrayez) | |
2020-10-24 | Refactored 2D shader and lighting system | reduz | |
-Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency. | |||
2020-10-24 | Merge pull request #35766 from YeldhamDev/poly2d_uv_editor_improvements | Rémi Verschelde | |
Minor improvements to the Polygon 2D UV editor | |||
2020-10-22 | fix(editor): Create new icon for TileMap Rectangle | Eric Tuvesson | |
ref: #42972 | |||
2020-10-21 | fix(editor): TileMap floodfill with same tile ID and different variation | Eric Tuvesson | |
Closes https://github.com/godotengine/godot/issues/40435 | |||
2020-10-19 | Merge pull request #42904 from Xrayez/rects-rename-fixup | Rémi Verschelde | |
Fixup `ColorRect` and `TextureRect` renames | |||
2020-10-19 | Merge pull request #38097 from Calinou/add-viewport-debanding | Juan Linietsky | |
Add a debanding property to Viewport | |||
2020-10-19 | Improve undo log messages in the 2D editor for additional context | Hugo Locurcio | |
Undo/redo log messages will now specify the modified node's name (or number of modified nodes if several were modified). On top of that, the new position/rotation/scale/pivot offset will also be mentioned in the message. | |||
2020-10-19 | Fixup `ColorRect` and `TextureRect` renames | Andrii Doroshenko (Xrayez) | |
2020-10-19 | Merge pull request #42558 from Chaosus/vs_curve | Rémi Verschelde | |
Added visual shader node to easy gather data from a CurveTexture | |||
2020-10-18 | Added VisualShaderNodeCurve to easy gather data from a CurveTexture | Yuri Roubinsky | |
2020-10-17 | node_3d_editor_plugin.h: Update header guard | Yetizone | |
2020-10-15 | Fix visual shader node expression undo/redo for set_size and expression | Yuri Roubinsky | |
2020-10-15 | Fix copy/paste/duplicate for particle mode in visual shaders | Yuri Roubinsky | |
2020-10-15 | Refactor delete nodes functions in visual shader editor | Yuri Roubinsky | |
2020-10-13 | Merge pull request #42489 from auderer/tilemapeditor-refocus | Rémi Verschelde | |
Reset TileMapEditor painting state on application refocus | |||
2020-10-10 | Merge pull request #42692 from Chaosus/vs_add_metallic | Yuri Roubinsky | |
Adds Metallic to spatial light input of visual shaders | |||
2020-10-10 | Adds Metallic to spatial light input of visual shaders | Yuri Roubinsky | |