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2021-01-13Draw a "background" line behind the dashed line in TextureRegion editorHugo Locurcio
This makes the dashed line visible on any background.
2021-01-12Merge pull request #44514 from madmiraal/split-os-executeRémi Verschelde
Split OS::execute into two methods
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.
2021-01-08Merge 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 🎆
2020-12-29Merge 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.
2020-12-28Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde
Rename Math::stepify to snapped
2020-12-28Editor: Fix invalid use of Node::get_viewport() after rename of ↵Rémi Verschelde
EditorNode::get_viewport() Fixes #44761, was a regression from #44524. The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport() (which was a bug in itself, fixed by #44524), so once it was renamed the existing code relying on it fell back to the now available Node::get_viewport(). This might bite some thirdparty modules too.
2020-12-28Merge pull request #44183 from madmiraal/box_shape-sizeRémi Verschelde
Use a size Vector for adjusting the size of Rectangles and Boxes
2020-12-28Merge pull request #44149 from madmiraal/rename-tangent-orthogonalRémi Verschelde
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28Fix Scrollbar range calculation errorBiBi
When zoomed in, the right and bottom edges of the resource image will be outside the viewing area.
2020-12-28Merge pull request #44434 from madmiraal/rename-camera3d-near-and-farRémi Verschelde
Rename Camera3D near and far getters and setters
2020-12-28Merge pull request #44569 from madmiraal/rename-unselect-deselectRémi Verschelde
Rename unselect to deselect
2020-12-28Rename Math::stepify to snappedMarcel Admiraal
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-27Merge pull request #44500 from Calinou/editor-gizmo-hover-brightness-variableRémi Verschelde
Move the brightness factor for highlighted 3D gizmos to a variable
2020-12-27Move the brightness factor for highlighted 3D gizmos to a variableHugo Locurcio
See https://github.com/godotengine/godot/commit/8522ac77113c3d5239ff4c6cd74ab7b92e1ee663#r45230326.
2020-12-27Fix Layout menu not workingkobewi
2020-12-26Color 3D editor frame time labels depending on the performance levelHugo Locurcio
This provides easier visual grepping for each value (CPU time, GPU time, FPS).
2020-12-25Makes strings translatable on right-click menu in visual shaderYuri Roubinsky
2020-12-23Merge pull request #44605 from madmiraal/rename-control-marginRémi Verschelde
Rename Control margin to offset
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-23Merge pull request #44487 from bruvzg/ctl_fixes_2Rémi Verschelde
[CTL] Fix RTL scrolling and tabs selection.
2020-12-22Fix filename disambiguation on scripts in certain occasionsMichael Alexsander
2020-12-21Rename unselect to deselectMarcel Admiraal
2020-12-21Use integer text position in scroll container, TextEdit and canvas editor, ↵bruvzg
to ensure sharp text rendering. Use integer font align/advance with any font scaling, to ensure sharp text rendering.
2020-12-20Disable "Commit" button in VCS plugin if there's no commit messageMichael Alexsander
2020-12-20Rename Camera3D near and far getters and settersMarcel Admiraal
Renames: - get_znear() -> get_near() - set_znear() -> set_near() - get_zfar() -> get_far() - set_zfar() -> set_far()
2020-12-20Add animation reset track featurePedro J. Estébanez
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2020-12-19Merge pull request #44521 from madmiraal/rename-rect2-clipRémi Verschelde
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19Merge pull request #44528 from Janglee123/no-commit-msg-pre-fillRémi Verschelde
Removed default commit message
2020-12-20Removed default commit messagejanglee
2020-12-19Increase the default Camera Zfar to 4000Hugo Locurcio
This makes it possible to view far away objects without having to tweak any settings. This results in a more usable editor when working on large-scale levels. This change should have no impact on performance, but note that Z-fighting will be visible at a distance. This can be made less visible by increasing the Znear value (however, doing so will cause nearby surfaces to disappear). This change was also applied to the editor, but it will only apply to newly created scenes. This also changes the default camera settings in the glTF importer to match the Camera node's defaults.
2020-12-19Rename Rect2 and Rect2i clip() to intersection()Marcel Admiraal
2020-12-18Implement automatic LOD (Level of Detail)reduz
-Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken
2020-12-16Changed the rotation gizmo handle to use the active axis colorMarcus Brummer
2020-12-15Merge pull request #36530 from KoBeWi/text_with_backdropRémi Verschelde
Add outline to ruler tool
2020-12-15Merge pull request #44384 from Calinou/increase-manipulator-gizmo-opacityRémi Verschelde
Increase the default 3D manipulator gizmo opacity for better visibility
2020-12-14Increase the default 3D manipulator gizmo opacity for better visibilityHugo Locurcio
- Brighten gizmos when highlighted to make the difference between a non-highlighted and a highlighted gizmo more visible. - Tweak the manipulator gizmo size property hint.