Age | Commit message (Collapse) | Author |
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When ctrl-clicking in the code editor, the view will now be centered on the function result.
Also replaces a circumstance where goto_line_centered should be used.
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Tweak the 3D editor grid default to not go below subdivisions of 1 meter
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Small subdivisions aren't useful that often and make it difficult for
people to get a sense of scale in 3D.
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Fix audio player not resetting after wav finishes
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Rename Sprite.region_enabled getter and setter methods to match properties
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Fixes: #37056
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Also renames Sprite2D.region_filter_clip property and its setter to
region_filter_clip_enabled and set_region_filter_clip_enabled.
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The changes made in this commit refresh the URL OptionButton when editor settings are modified.
No need to restart any more for the changes to appear in the Asset Library.
Fix #46977
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Fix hardcoded Maya style navigation pan key modifier (Fix #46973)
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Scale zoom values in the SpriteFrames editor for hiDPI displays
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ALT key modifier was hardcoded is node_3d_editor_plugin.cpp and didn't take editor settings into account.
Fix #46973
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This closes #46836.
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Fix crashes when manipulating nodes in editor
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pop-up usability enhancement for support-level button
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Now after choosing support level pop-up doesn't hide after each click
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This makes the page number buttons easier to click.
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Don't save unchanged script upon closing
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Allow to create a node at specific position
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Check before connecting `TileMapEditor::settings_changed`
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Commit 5ef62e546f485e5f2798230dcfbea2b4ddecbe6e renamed EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name", but it wasn't done everywhere. Because EditorNode3DGizmoPlugin inherits from Resource, it was then using Resource::get_name() which resulted in null names.
Fixes godotengine/godot#46349
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Prevent crash when clicking Mesh in MeshInstance when is scene root
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Add an editor gizmo to CollisionObject3D.
CollisionShape3D no longer shows collision shapes directly.
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* Adds both a preview sun and preview environment to the 3D editor.
* They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene.
* If any is added to the scene, the respective preview is disabled.
* Changed WorldEnvironment to better handle multiple node versions.
* Added a function in SceneTree to get the first node in a group.
* Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
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Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192
* PauseMode is now ProcessMode, containing the following states:
```
PROCESS_MODE_INHERIT, // same as parent node
PROCESS_MODE_NORMAL, // process only if not paused
PROCESS_MODE_PAUSE_ONLY, // process only if paused
PROCESS_MODE_ALWAYS, // process always
PROCESS_MODE_DISABLED, // never process
```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
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Modernize atomics (and fix `volatile`)
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- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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This removes hardcoded actions from things like LineEdit and TextEdit.
Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
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-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
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Only display the assetlib Retry button if the download failed
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-Only update rendering settings when project settings change
-Fixes the update spinner (and editor rendering) updating all the time.
-Added a "project_settings_changed" signal to EditorNode and EditorPlugin
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Fix sprite editor conversion tools to handle compressed textures
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-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
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-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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