Age | Commit message (Collapse) | Author |
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Also use const more often.
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Clean up RenderingServer and its bindings
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* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
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Script editor: Rename 'Clone Down' to 'Duplicate Selection'
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- Locking nodes can now be done by pressing Ctrl + L, and unlocking with
Ctrl + Shift + L.
- Grouping nodes is now done by pressing Ctrl + G, and ungrouping with
Ctrl + Shift + G (similar to Inkscape).
- Toggling the grid is now done by pressing the `#` key
(also similar to Inkscape). This change was needed as Ctrl + G
now groups selected nodes.
Different shortcuts are used for the lock/unlock and group/ungroup
actions, so that the shortcuts are idempotent.
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Deprecate ImmediateGeometry
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* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
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* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
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Fixes #36670.
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Rename `is_a_parent_of()` to `is_ancestor_of()`
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Allow disabling scrolling in Tree and implement horizontal scrolling
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The 2D editor grid toggle shortcut has been changed to use
`KEY_MASK_CMD` for consistency. This means it will now use Cmd
on macOS instead of Ctrl.
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Fix crash with FindReplaceBar
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Move indentation into CodeEdit
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editor
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Also MIDIMessage
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Remove redundant keywords from TextEdit
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Added support for scripts reporting multiple errors to ScriptTextEditor
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Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
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Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
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Allow selecting frames by holding down the mouse in SpriteFrames editor
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This complements the existing (Ctrl +) Shift + Left mouse button
multiple frame (de)selection.
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Rename VisibilityNotifier2D/3D to VisibleOnScreenNotifier2D/3D
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* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
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Fixes for documentation search
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Remove GridMap's "Lock View" option and a related method.
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Move code folding into CodeEdit and hide line hiding API
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Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
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Method from `String`
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Apparently this feature utilized a completely commented out 7+ years old
method, effectively doing nothing. Since it was designed with a completely
different editor design in mind it is pretty much incompatible and as such
it's best to remove it for now.
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Adding some more missing renames for Transform3D and Quaternion
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Calinou/editor-freelook-fix-redrawing-when-not-moving
Fix editor constantly redrawing when freelook is active with still camera
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Prevent accidental drags by adding drag distance threshold
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Prevent `Theme` resource from emitting changes during bulk operations
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