Age | Commit message (Collapse) | Author |
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Suppose that the user wants to use some guidelines in 2D mode. The
user has enabled "Use Pixel Snap", and configured the "Grid Step" to
1px.
On some zoom levels, when dragging the guidelines step by step, some
offsets shows the wrong value. The offsets that are wrong vary - it is
affected by the zoom level, so some zoom levels do not display this
problem.
For example, a user may see this while dragging the guideline:
0px 1px 1px 3px 4px 5px 5px 7px 8px
whereby 2px and 6px are missing.
This is due to a floating-point error. The values are printed as
(truncated) integers, but they are actually decimals, so they were
actually 1.9999 and 5.9999 for the missing cases.
Let's fix that by rounding up the values before printing them to get rid
of the errors.
This fixes #35010.
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* TextureRegion editor
* Ploygon2D UV editor
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Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
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Use an icon in the top Animation Key menu
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Fixes #26637.
Fixes #19900.
The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.
Code which called this function has also been modified accordingly.
This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.
It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
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TextureRegionEditor: Corrected typo
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Fix editor drawing snapping lines for wrong edge/corner when resizing elements with smart snapping enabled
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elements with smart snapping enabled
fixes #32342
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Fixes AnimationTreePlayer editor UI on HiDPI
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AssetLibrary layout fix
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Fix AnimationTree Editor by using CONNECT_DEFERRED on LineEdit
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* The minimum editor size
* The position of buttons and status text
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This closes #35294.
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Not having this causes the LineEdit to be deleted while still processing
signals, which can cause a crash during focus changes.
Fixes 35293
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hidden progress bar
added in the description the downloaded bytes
Fixes #35267
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This partially addresses #27018.
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Fix issue regarding rotating Canvas Items in editor
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Tab characters were not rendered properly in the breakpoints and
bookmarks lists of the script editor if the bookmarked line was a
comment, resulting in unknown ASCII symbols “�”.
Fixes #34046.
Also changed formatting a bit to enclose the code in backticks (like in
Markdown) instead of quotes.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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JPG module is optional, so check it's existence before using.
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Add a crosshair to the 3D viewport
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Canvas items will now rotate correctly no matter what their global scale happens to be.
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The crosshair makes freelook navigation a bit easier, while making it
clearer that it's possible to select nodes by clicking while in
freelook mode.
The crosshair is only displayed while in freelook mode.
It uses an icon designed to be visible on any background.
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Fixes #25156.
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Some people set the editor scale below 1 to fit more content on
screen, even if their display doesn't have a particularly low DPI.
This closes #35059.
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This makes it easier to edit large amounts of items.
This partially addresses
https://github.com/godotengine/godot-proposals/issues/368.
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* AnimationTree
* AudioStream
* ResourcePreloader
* ShaderEditor
* VisualShaderEditor
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Add option to disable loading scripts in ScriptCreateDialog
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region change
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Before this fix, it's easy to miss the drag handle on a HiDPI monitor.
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Change the 2D editor's snap to 8x8 by default
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The zoom level displayed is now relative to the editor scale.
This means that with an editor scale of 200%, the 100% zoom level
will actually be 200% as it's multiplied by the editor scale.
This prevents things from looking too small when opening a project
on an hiDPI display.
This matches the behavior found in most image editors out there.
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Tint 3D light gizmos using the light's color
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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This makes navigation more convenient in the 3D viewport, especially
when using the unshaded display mode.
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Checks script path before show in filesystem
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Makes more editor strings translatable
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