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AgeCommit message (Collapse)Author
2021-02-02Fix swapped front/rear viewTom Langwaldt
2021-02-02Fix port previews for uniforms in visual shadersYuri Roubinsky
2021-02-01Merge pull request #45594 from JFonS/improve_3d_gridRémi Verschelde
3D editor grid improvements
2021-02-013D editor grid improvementsjfons
This commit adds a view-dependant fade to the 3D viewport grid. It fades out at steep view angles to hide the solid regions that appear far from the camera. I also included a fade to hide the grid borders. I added some improvements to the dynamic grid when the camera is in orthogonal mode. It properly handles zoom now, and the grid center is now set to the intersection point between the grid plane and the camera forward ray, keeping the grid always visible.
2021-02-01Merge pull request #37547 from aaronfranke/tauRémi Verschelde
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01Merge pull request #45596 from Calinou/editor-add-viewport-resolutionRémi Verschelde
Add viewport resolution to the 3D editor's View Information pane
2021-02-01Merge pull request #45281 from Chaosus/vs_unifyRémi Verschelde
Unified several visual shader nodes
2021-02-01Merge pull request #45506 from Chaosus/vs_connection_fixRémi Verschelde
Attempt to connect to first correct port on dragging in visual shader
2021-01-31Add viewport resolution to the 3D editor's View Information paneHugo Locurcio
2021-01-28Unify URI encoding/decoding and add to C#Aaron Franke
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-27Attempt to connect to first correct port on dragging in visual shader Yuri Roubinsky
2021-01-26Fix zero scaling and material mappings being mapped to wrong fieldsGordon MacPherson
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly. - fixes node_3d_editor_plugin visibility bug when scale is zero - fix culling with small scaling values - which are still valid to be rendered like 0.00004 note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26Merge pull request #45202 from aaronfranke/assetlib-urlRémi Verschelde
Move the Asset Library API URLs to the Editor Settings
2021-01-26Merge pull request #45226 from Chaosus/vs_expression_portRémi Verschelde
Auto-creates a port in visual shader expression on dragging from (and to)
2021-01-26Merge pull request #43875 from addmix/create-physical-skeleton-collider-fixRémi Verschelde
Create physical skeleton collider orientation fix
2021-01-26Merge pull request #44194 from madmiraal/fix-font_selected_colorRémi Verschelde
Change themes font_color_selected to font_selected_color
2021-01-25Fix minimap capturing events and improve its themeYuri Sizov
Add an editor setting for minimap opacity in visual editors
2021-01-24Shadow map rendering optimizationreduz
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
2021-01-24Change themes *_color_* to *_*_colorMarcel Admiraal
Changed: font_color_accel -> font_accelerator_color font_color_bg -> font_unselected_color font_color_disabled -> font_disabled_color font_color_fg -> font_selected_color font_color_hover -> font_hover_color font_color_hover_pressed -> font_hover_pressed_color font_color_pressed -> font_pressed_color font_color_readonly -> font_readonly_color font_color_selected -> font_selected_color font_color_shadow -> font_shadow_color font_color_uneditable -> font_uneditable_color icon_color_disabled -> icon_disabled_color icon_color_hover -> icon_hover_color icon_color_hover_pressed -> icon_hover_pressed_color icon_color_normal -> icon_normal_color icon_color_pressed -> icon_pressed_color Also includes: font_outline_modulate -> font_outline_color tab_fg -> tab_selected tab_bg -> tab_unselected
2021-01-19Added GPU based cluster builderreduz
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-18Added SDF nodes to visual shaderYuri Roubinsky
2021-01-18Unified several visual shader nodesYuri Roubinsky
2021-01-18Hide the rotation gizmo when editor cinematic preview is enabledHugo Locurcio
Cinematic preview enables the Camera3D preview automatically. When previewing a Camera3D, the rotation gizmo isn't displayed as it can't be used.
2021-01-16Auto-creates a port in visual shader expression on dragging fromYuri Roubinsky
2021-01-15Fix invalid visual shader context menu popup sizeYuri Roubinsky
2021-01-15Merge pull request #44805 from Chaosus/vs_convertRémi Verschelde
Add convert options between constants and uniforms in visual shaders
2021-01-15Merge pull request #45164 from Calinou/texture-region-editor-line-backgroundRémi Verschelde
Draw a "background" line behind the dashed line in TextureRegion editor
2021-01-15Merge pull request #35572 from dankan1890/drag_sheetRémi Verschelde
Create spritesheet for SpriteFrames by drag and dropping.
2021-01-15Move the asset library API URLs to the Editor SettingsAaron Franke
2021-01-13Draw a "background" line behind the dashed line in TextureRegion editorHugo Locurcio
This makes the dashed line visible on any background.
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde
2021-01-12Merge pull request #44514 from madmiraal/split-os-executeRémi Verschelde
Split OS::execute into two methods
2021-01-12Create spritesheet for SpriteFrames by drag and dropping.dankan1890
Close godotengine/godot-proposals#378
2021-01-11Fix script list only showing their names regardless of display optionMichael Alexsander
2021-01-11Pushes visual shader code preview to separate windowYuri Roubinsky
2021-01-09Split OS::execute into two methodsMarcel Admiraal
1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
2021-01-09Use Math_TAU and deg2rad/rad2deg in more places and optimize codeAaron Franke
2021-01-08Merge pull request #44283 from jeffuntildeath/fix-stf-offsetRémi Verschelde
Fixed incorrect offset of snap to floor
2021-01-05Merge pull request #44892 from KoBeWi/gentle_dragRémi Verschelde
Commit CanvasItem state only if it changed
2021-01-05Commit CanvasItem state only if it changedkobewi
2021-01-05Merge pull request #44893 from Chaosus/shader_referenceRémi Verschelde
[4.0] Fix shader editor documentation link
2021-01-05Fix shader editor documentation linkYuri Roubinsky
2021-01-05Merge pull request #44890 from KiritoAM/my-bug-fixRémi Verschelde
Fix for reselecting a TileMap node without first de-selecting it #44824
2021-01-04Fix Leak with Gradient in Node3DEditorViewportRafał Mikrut
2021-01-03Fix for reselecting a TileMap node without first de-selecting itandrew-softdev
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-30Add convert options between constants and uniforms in visual shadersYuri Roubinsky
2020-12-29Merge pull request #44709 from Calinou/editor-frame-time-colorRémi Verschelde
Color 3D editor frame time labels depending on the performance level
2020-12-29Merge pull request #44759 from Huberion/masterRémi Verschelde
Fix Scrollbar range calculation error
2020-12-29Add an editor setting for the 3D selection box colorHugo Locurcio
A restart is required to apply the setting change.