Age | Commit message (Collapse) | Author |
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Game camera override
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Fixes improper undo state for pivot setting
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After setting the pivot of a node, if you undo.... it will not revert the pivot to the previous state.
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Fixed cases where labels with autowrap can overflow the editor ui
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Fixes #33155
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Copy transform when creating convex sibling
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Added snapping for scaling in 2D editor
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Sort custom vshader nodes+prevents them from divide to different folders
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Fixes #33245
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This merges the "steps" suffix into the SpinBox using its `suffix`
property.
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Fix 2D scale gizmo placement
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A "primary" line is drawn every 8 steps by default,
which makes it easier to measure distances for snapping.
This value can be configured in the Configure Snap dialog.
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Fix error when opening or closing scene with camera preview on
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This closes https://github.com/godotengine/godot-proposals/issues/184.
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Make Ruler Tool depend on grid snap only
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Fix ruler origin is moving with zoom
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Implemented uniform API in Viewport class to override 2D and/or
3D camera.
Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.
Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.
Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
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Draw arcs to indicate angles being measured by ruler
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Add a "slow" modifier to freelook
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This makes precise adjustments easier, without having to
touch the mouse wheel. This modifier is also available in
Blender, so this makes the freelook behavior more consistent
with it :)
In the interest of simplifying the Editor Settings, this also
removes the freelook modifier speed factor setting
(the value is now hardcoded to its default).
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Move grid snapping to an independent button
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Fixes #32685
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When using the built-in docs, Godot would not support the shortcut "Shift + F3"
to search for the previous occurrence of the search entry text, thus causing an
inconsistent behaviour when using shortcuts in the "ScriptEditor" compared to
using them in the "ScriptTextEditor".
The previous parameter of the function "EditorHelp::_search()" in the class
"editor_help" seems to be unused, thus replaced with a bool representing to
search for previous search entry text or not. By adding the shortcut to
Godot's "ScriptEditor", this commit now improves Godot's consistensy when
using shortcuts.
Fixes #31147.
Co-Authored-By: Oscar Ferm <oscfer-6@student.ltu.se>
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- Add or remove the necessary subdirectorires to the includes to remove
dependency on the editor directory being in the build's include path.
- Ensure includes in modified files conform to style guideline.
- Remove editor from the build include path.
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Removed default shortcut because of the conflict mentioned in the issue.
Command + Shift + T would conflict with Soft Reload Script,
and this shortcut doesn't seem to be needed very often.
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Sprite to polygon conversion improvements
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- No reduced Rect in march square algorithm, it was causing inconsistent cases near the borders and made the outline less accurate
- Ignore invalid generated polygons (under 3 points) to avoid unnecessary errors and crashes
- Error popup only when no polygon could be generated at all
- Added option to shrink pixels (to get rid of small separate islands)
- Fixed polygon preview (lines were sometimes not showing along the borders)
Fixes #32564, #29267
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Fixes `SpatialEditorPlugin::_calculate_spatial_bounds` so the displayed
selection doesn't break with transformed scenes.
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