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2020-11-28Fixed invalid visual shader outputs (TRANSMISSION, ALPHA_SCISSOR)Yuri Roubinsky
2020-11-28Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-reworkRémi Verschelde
Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
2020-11-28Merge pull request #41100 from bruvzg/ctl_text_server_interfaceRémi 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.
2020-11-26Added extra warning to VisualShaderNodeTexture + fix warning appearingYuri Roubinsky
2020-11-25Merge pull request #43861 from JFonS/fix_gizmo_defvalRémi Verschelde
Fix binding of default value in EditorSpatialGizmoPlugin::get_material()
2020-11-25Fix binding of default value in EditorSpatialGizmoPlugin::get_material()jfons
It was commented for some reason I can't remember.
2020-11-23Add is_valid() check for InputEventKey in CanvasItemEditor.Eric M
2020-11-23Implement 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'.
2020-11-19Merge pull request #43668 from GryphonClaw/masterRémi Verschelde
added shortcuts/hotkeys for tileset editor plugin collision buttons, …
2020-11-19Update the 3D grid when the "View Grid" checkbox is changedAaron Franke
2020-11-18added shortcuts/hotkeys for tileset editor plugin collision buttons, with ↵GryphonClaw
suggested changes.
2020-11-18Fixes rotation in select mode on macOSHaoyu Qiu
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-12Merge pull request #43408 from rcorre/path-gizmos-4.0Rémi Verschelde
Make Path3D handles visible and consistent with 2D.
2020-11-12Proposal 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`
2020-11-09Improve the 3D editor selection box appearanceHugo 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.
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-11-06Refactored Variant Operators.reduz
-Using classes to call and a table -For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
2020-11-04Move call to update the 3D grid into check for updating the viewAaron Franke
2020-11-02Merge pull request #42979 from Mallos/fix/tilemap-floodfillRémi Verschelde
fix(editor): TileMap floodfill with same tile ID and different variation
2020-10-29Merge pull request #43192 from YeldhamDev/poly2deditor_buttons_flatRémi Verschelde
Set previous tool buttons in the Polygon2D editor to be flat again
2020-10-29Set previous tool buttons in the Polygon2D editor to be flat againMichael Alexsander
2020-10-29Fix "Move Points" button sometimes not showing up on UV mode in the ↵Michael Alexsander
Polygon2D editor
2020-10-26Merge pull request #42995 from Ev1lbl0w/bugfix-zoom-visibilityRémi Verschelde
Fix visibility issue with zoom label
2020-10-26Fix visibility issue with zoom labelEv1lbl0w
2020-10-26Merge pull request #42229 from Calinou/2d-editor-improve-undo-log-messagesRémi Verschelde
Improve undo log messages in the 2D editor for additional context
2020-10-26Merge pull request #43075 from Xrayez/color-ramp-to-gradientRémi Verschelde
Fixup `ColorRamp` to `Gradient` renames
2020-10-26Merge pull request #43050 from Pleto/enhance_tileset_sortingRémi Verschelde
Enhancement for tileset sorting
2020-10-26Enhancement for tileset sortingPleto
2020-10-25Gizmo handles transparent againDavid Sichma
2020-10-25Fixup `ColorRamp` to `Gradient` renamesAndrii Doroshenko (Xrayez)
2020-10-24Refactored 2D shader and lighting systemreduz
-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.
2020-10-24Merge pull request #35766 from YeldhamDev/poly2d_uv_editor_improvementsRémi Verschelde
Minor improvements to the Polygon 2D UV editor
2020-10-22fix(editor): Create new icon for TileMap RectangleEric Tuvesson
ref: #42972
2020-10-21fix(editor): TileMap floodfill with same tile ID and different variationEric Tuvesson
Closes https://github.com/godotengine/godot/issues/40435
2020-10-19Merge pull request #42904 from Xrayez/rects-rename-fixupRémi Verschelde
Fixup `ColorRect` and `TextureRect` renames
2020-10-19Merge pull request #38097 from Calinou/add-viewport-debandingJuan Linietsky
Add a debanding property to Viewport
2020-10-19Improve undo log messages in the 2D editor for additional contextHugo 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.
2020-10-19Fixup `ColorRect` and `TextureRect` renamesAndrii Doroshenko (Xrayez)
2020-10-19Merge pull request #42558 from Chaosus/vs_curveRémi Verschelde
Added visual shader node to easy gather data from a CurveTexture
2020-10-18Added VisualShaderNodeCurve to easy gather data from a CurveTextureYuri Roubinsky
2020-10-17node_3d_editor_plugin.h: Update header guardYetizone
2020-10-15Fix visual shader node expression undo/redo for set_size and expressionYuri Roubinsky
2020-10-15Fix copy/paste/duplicate for particle mode in visual shadersYuri Roubinsky
2020-10-15Refactor delete nodes functions in visual shader editorYuri Roubinsky
2020-10-13Merge pull request #42489 from auderer/tilemapeditor-refocusRémi Verschelde
Reset TileMapEditor painting state on application refocus
2020-10-10Merge pull request #42692 from Chaosus/vs_add_metallicYuri Roubinsky
Adds Metallic to spatial light input of visual shaders
2020-10-10Adds Metallic to spatial light input of visual shadersYuri Roubinsky