Age | Commit message (Collapse) | Author |
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Allow mouse zooming without hovering the texture in the TileSet editor
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Implement zooming using Ctrl + Mouse wheel in the TileMap editor
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Change OK text in snap dialog to OK
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Improve the text appearance in the script editor warnings panel
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This was previously implemented in the GridMap editor. This makes
the same feature available in the TileMap editor.
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This partially addresses
https://github.com/godotengine/godot-proposals/issues/968.
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Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
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Extra `_2d` suffixes are removed from 2D methods accoringly.
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Add shortcut for Pan Mode (G)
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Custom Skeleton3DEditorPlugin
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And change TileMap Bucket Fill shortcut to (B).
Fixes #8582.
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- Make the Ignore button's position identical across all warnings
by moving it to the left.
- Change the Ignore button's text and color to make it more obvious
that it can be clicked.
- Use the editor font instead of the default project font to match
the rest of the editor.
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Well, infinite for all intents and purposes.
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Co-authored-by: Marios Staikopoulos <marios@staik.net>
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Fixes: #38894
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Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027.
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Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
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Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
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Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
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Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
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-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
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This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3.
This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
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Part of #33027.
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Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
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rotation gizmo visible = false; when camera preview
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Hide and keep the mouse in place when the user oribts the scene via the 3D
rotation widget.
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Added uniform qualifiers to visual shaders
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Improved go-to definition (Ctrl + Click)
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Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
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Change non-existent World to World3D
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Fixes: #38362
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Add AtlasTexture support in SpriteFrames Editor
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Don't focus the selection after using Align Transform With View
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This fixes numerous false positives coming out of the culling system.
AABB checks are now a full separating-axis check against the frustum, with the points of the frustum being compared to the planes of the box just as the points of the box were being compared to the planes of the frustum. This fixes large objects behind the camera not being culled correctly.
Some systems that used frustums that were (sometimes mistakenly?) unbounded on one or more side have been modified to be fully enclosed.
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[Core] [Mono] [GDNative] Rename "linear_interpolate" methods to "lerp"
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It made minor adjustments difficult as the camera moved every time
Align Transform With View was used.
This closes #36738.
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Add option for editor freelook camera sensitivity
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