Age | Commit message (Collapse) | Author |
|
Rename Curve/Curve2D/Curve3D/Gradient `interpolate()` to `sample()`
|
|
"sampling" is a more accurate term than "interpolating" for what's
happening when using that function.
|
|
The editor will now use the project path i.e. the place where the root of
the repo is supposed to be according to the user. This project path is
also sent into the plugin and so out-of-directory asset folders can also be
maintained this way.
|
|
|
|
|
|
|
|
|
|
|
|
Rename `CanvasItem.update()` to `queue_redraw()`
|
|
|
|
|
|
|
|
`set_tooltip` -> `set_tooltip_text`
`get_tooltip` -> `get_tooltip_text`
For consistency:
`get_button_tooltip` -> `get_button_tooltip_text`
And the `tooltip` parameter in `add_button` was renamed to `tooltip_text`
|
|
|
|
Properly handle theme changes in the Skeleton3DEditor
|
|
gongpha/update-animation-tree-editor-when-selected
Update all AnimationTree's editors when editing
|
|
|
|
|
|
|
|
|
|
Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on.
Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency.
Just a few comments have also been changed to say "redraw".
In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
|
|
|
|
|
|
Also rename export name from "HTML5" to "Web".
|
|
NOTIFICATION_THEME_CHANGED"
This reverts commit 4b817a565cab8af648c88cfc7ab6481e86ee3625.
Fixes #64988.
Fixes #64997.
This caused several regressions (#64988, #64997,
https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605)
which point at a flaw in the current logic:
- `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with
`NOTIFCATION_THEME_CHANGED` as introduced in #62845.
- Some classes use their `THEME_CHANGED` to cache theme items in
member variables (e.g. `style_normal`, etc.), and use those member
variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE`
notification is now deferred, they end up accessing invalid state and this
can lead to not applying theme properly (e.g. for EditorHelp) or crashing
(e.g. for EditorLog or CodeEdit).
So we need to go back to the drawing board and see if `THEME_CHANGED` can be
called earlier so that the previous logic still works?
Or can we refactor all engine code to make sure that:
- `ENTER_TREE` and similar do not depend on theme properties cached in member
variables.
- Or `THEME_CHANGE` does trigger a general UI update to make sure that any
bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE`
does arrive for the first time. But that means having a temporary invalid
(and possibly still crashing) state, and doing some computations twice
which might be heavy (e.g. `EditorHelp::_update_doc()`).
|
|
Fix crash when loading Animation Library after reloading a scene
|
|
|
|
Rename `hint_tooltip` to `tooltip_text` & setter getter
|
|
|
|
|
|
|
|
AaronRecord/remove_redundant_theme_updates_in_enter_tree
Remove `NOTIFICATION_ENTER_TREE` when paired with `NOTIFICATION_THEME_CHANGED`
|
|
|
|
Add read-only mode to AnimationTreeEditor plugins
|
|
`hint_tooltip` -> `tooltip_text`
`set_tooltip` -> `set_tooltip_text`
`_get_tooltip` -> `get_tooltip_text`
Updates documentation, too.
|
|
Rename `str2var` to `str_to_var` and similar
|
|
|
|
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.
- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`
- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
|
|
|
|
Fix alternative tile popup menu not being openable
|
|
Unify node casing adjustment
|
|
Rename ParticlesMaterial to ParticleProcessMaterial
|
|
|
|
Also affects their file names, related classes and documentation.
|
|
|
|
|
|
|
|
|
|
|
|
As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting,
Godot maintainers have agreed to discontinue the current implementation of
our VisualScript language.
The way it had been designed was not user-friendly enough and we did not
succeed in improving its usability to actually make it a good low-code
solution for users who need one.
So we prefer to remove it for Godot 4.0 and leave the door open for new,
innovative ideas around visual scripting, to be developed as plugins or
extensions now that Godot provides sufficient functionality for this
(notably via GDExtension and the godot-cpp C++ bindings).
The current module has been moved to a dedicated repository (with full Git
history extracted with `git filter-branch`):
https://github.com/godotengine/godot-visual-script
It can still be compiled as a C++ module (for now, but will likely require
work to be kept in sync with the engine repository), but our hope is that
contributors will port it to GDExtension (which is quite compatibile with
the existing C++ module code when using the godot-cpp C++ bindings).
|