Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-01-13 | Draw a "background" line behind the dashed line in TextureRegion editor | Hugo Locurcio | |
This makes the dashed line visible on any background. | |||
2021-01-12 | Merge pull request #44514 from madmiraal/split-os-execute | Rémi Verschelde | |
Split OS::execute into two methods | |||
2021-01-11 | Fix script list only showing their names regardless of display option | Michael Alexsander | |
2021-01-11 | Pushes visual shader code preview to separate window | Yuri Roubinsky | |
2021-01-09 | Split OS::execute into two methods | Marcel Admiraal | |
1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id. | |||
2021-01-08 | Merge pull request #44283 from jeffuntildeath/fix-stf-offset | Rémi Verschelde | |
Fixed incorrect offset of snap to floor | |||
2021-01-05 | Merge pull request #44892 from KoBeWi/gentle_drag | Rémi Verschelde | |
Commit CanvasItem state only if it changed | |||
2021-01-05 | Commit CanvasItem state only if it changed | kobewi | |
2021-01-05 | Merge pull request #44893 from Chaosus/shader_reference | Rémi Verschelde | |
[4.0] Fix shader editor documentation link | |||
2021-01-05 | Fix shader editor documentation link | Yuri Roubinsky | |
2021-01-05 | Merge pull request #44890 from KiritoAM/my-bug-fix | Rémi Verschelde | |
Fix for reselecting a TileMap node without first de-selecting it #44824 | |||
2021-01-04 | Fix Leak with Gradient in Node3DEditorViewport | Rafał Mikrut | |
2021-01-03 | Fix for reselecting a TileMap node without first de-selecting it | andrew-softdev | |
2021-01-01 | Update copyright statements to 2021 | Rémi 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 🎆 | |||
2020-12-29 | Merge pull request #44709 from Calinou/editor-frame-time-color | Rémi Verschelde | |
Color 3D editor frame time labels depending on the performance level | |||
2020-12-29 | Merge pull request #44759 from Huberion/master | Rémi Verschelde | |
Fix Scrollbar range calculation error | |||
2020-12-29 | Add an editor setting for the 3D selection box color | Hugo Locurcio | |
A restart is required to apply the setting change. | |||
2020-12-28 | Merge pull request #44586 from madmiraal/rename-stepify | Rémi Verschelde | |
Rename Math::stepify to snapped | |||
2020-12-28 | Editor: 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. | |||
2020-12-28 | Merge pull request #44183 from madmiraal/box_shape-size | Rémi Verschelde | |
Use a size Vector for adjusting the size of Rectangles and Boxes | |||
2020-12-28 | Merge pull request #44149 from madmiraal/rename-tangent-orthogonal | Rémi Verschelde | |
Rename Vector2.tangent() to Vector2.orthogonal() | |||
2020-12-28 | Fix Scrollbar range calculation error | BiBi | |
When zoomed in, the right and bottom edges of the resource image will be outside the viewing area. | |||
2020-12-28 | Merge pull request #44434 from madmiraal/rename-camera3d-near-and-far | Rémi Verschelde | |
Rename Camera3D near and far getters and setters | |||
2020-12-28 | Merge pull request #44569 from madmiraal/rename-unselect-deselect | Rémi Verschelde | |
Rename unselect to deselect | |||
2020-12-28 | Rename Math::stepify to snapped | Marcel Admiraal | |
2020-12-28 | Rename empty() to is_empty() | Marcel Admiraal | |
2020-12-27 | Merge pull request #44500 from Calinou/editor-gizmo-hover-brightness-variable | Rémi Verschelde | |
Move the brightness factor for highlighted 3D gizmos to a variable | |||
2020-12-27 | Move the brightness factor for highlighted 3D gizmos to a variable | Hugo Locurcio | |
See https://github.com/godotengine/godot/commit/8522ac77113c3d5239ff4c6cd74ab7b92e1ee663#r45230326. | |||
2020-12-27 | Fix Layout menu not working | kobewi | |
2020-12-26 | Color 3D editor frame time labels depending on the performance level | Hugo Locurcio | |
This provides easier visual grepping for each value (CPU time, GPU time, FPS). | |||
2020-12-25 | Makes strings translatable on right-click menu in visual shader | Yuri Roubinsky | |
2020-12-23 | Merge pull request #44605 from madmiraal/rename-control-margin | Rémi Verschelde | |
Rename Control margin to offset | |||
2020-12-23 | Rename Control margin to offset | Marcel Admiraal | |
2020-12-23 | Merge pull request #44487 from bruvzg/ctl_fixes_2 | Rémi Verschelde | |
[CTL] Fix RTL scrolling and tabs selection. | |||
2020-12-22 | Fix filename disambiguation on scripts in certain occasions | Michael Alexsander | |
2020-12-21 | Rename unselect to deselect | Marcel Admiraal | |
2020-12-21 | Use 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. | |||
2020-12-20 | Disable "Commit" button in VCS plugin if there's no commit message | Michael Alexsander | |
2020-12-20 | Rename Camera3D near and far getters and setters | Marcel Admiraal | |
Renames: - get_znear() -> get_near() - set_znear() -> set_near() - get_zfar() -> get_far() - set_zfar() -> set_far() | |||
2020-12-20 | Add animation reset track feature | Pedro 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. | |||
2020-12-19 | Merge pull request #44521 from madmiraal/rename-rect2-clip | Rémi Verschelde | |
Rename Rect2 and Rect2i clip() to intersection() | |||
2020-12-19 | Merge pull request #44528 from Janglee123/no-commit-msg-pre-fill | Rémi Verschelde | |
Removed default commit message | |||
2020-12-20 | Removed default commit message | janglee | |
2020-12-19 | Increase the default Camera Zfar to 4000 | Hugo 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. | |||
2020-12-19 | Rename Rect2 and Rect2i clip() to intersection() | Marcel Admiraal | |
2020-12-18 | Implement 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 | |||
2020-12-16 | Changed the rotation gizmo handle to use the active axis color | Marcus Brummer | |
2020-12-15 | Merge pull request #36530 from KoBeWi/text_with_backdrop | Rémi Verschelde | |
Add outline to ruler tool | |||
2020-12-15 | Merge pull request #44384 from Calinou/increase-manipulator-gizmo-opacity | Rémi Verschelde | |
Increase the default 3D manipulator gizmo opacity for better visibility | |||
2020-12-14 | Increase the default 3D manipulator gizmo opacity for better visibility | Hugo 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. |