Age | Commit message (Collapse) | Author |
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Fix binding of default value in EditorSpatialGizmoPlugin::get_material()
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It was commented for some reason I can't remember.
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added shortcuts/hotkeys for tileset editor plugin collision buttons, …
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suggested changes.
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Make Path3D handles visible and consistent with 2D.
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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`
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- 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.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
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fix(editor): TileMap floodfill with same tile ID and different variation
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Set previous tool buttons in the Polygon2D editor to be flat again
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Polygon2D editor
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Fix visibility issue with zoom label
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Improve undo log messages in the 2D editor for additional context
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Fixup `ColorRamp` to `Gradient` renames
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Enhancement for tileset sorting
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-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.
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Minor improvements to the Polygon 2D UV editor
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ref: #42972
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Closes https://github.com/godotengine/godot/issues/40435
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Fixup `ColorRect` and `TextureRect` renames
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Add a debanding property to Viewport
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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.
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Added visual shader node to easy gather data from a CurveTexture
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Reset TileMapEditor painting state on application refocus
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Adds Metallic to spatial light input of visual shaders
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Make AABB change trigger bounding box update
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-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
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spatial editor will now update the bounding box if aabb or transform
changes
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Co-authored-by: Tomek <kobewi4e@gmail.com>
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Renamed toplevel to be top_level
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Treats application unfocus as a mouse release for
TOOL_PAINTING, by finishing the undo state and
resetting the tool. Also sets a flag to prevent extra
lines from being drawn when the application is refocused.
fixes #42398, fixes #24970
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