Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Add a root Node3D automatically if absent when adding preview sun and sky
|
|
Use the Unicode multiplication symbol for the viewport size display
|
|
This makes for a smoother prototyping process compared to displaying
an error message.
|
|
Support for anisotropy in VoxelGI was removed during its development
due to the high cost. This was a leftover from anisotropy support.
|
|
|
|
shortcuts
|
|
Add numpad emulation in 3D viewport
|
|
Allow using the 3D editor's View menu while previewing a camera
|
|
Fixes some problems introduced by #49917
* Tree used minimum size as a stretch ratio, so it forced a minimum size of 1.
* Minimum size redone, stretch ratio moved to a separate setting
* Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired.
* Added a clip content option for situations where fit to contents does not apply.
* Icon would scroll with the item, making it invislbe if the item is too long.
* Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
|
|
|
|
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
|
|
|
|
|
|
Also use const more often.
|
|
Clean up RenderingServer and its bindings
|
|
* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
|
|
This is already allowed when using cinematic preview, but not
when previewing a Camera3D the usual way.
Many operations from the View menu still work while previewing
a camera, such as switching between debug draw modes and toggling
information panes.
|
|
Script editor: Rename 'Clone Down' to 'Duplicate Selection'
|
|
- 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.
|
|
Deprecate ImmediateGeometry
|
|
* 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.
|
|
* 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.
|
|
|
|
Fixes #36670.
|
|
Rename `is_a_parent_of()` to `is_ancestor_of()`
|
|
|
|
Allow disabling scrolling in Tree and implement horizontal scrolling
|
|
|
|
|
|
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.
|
|
Fix crash with FindReplaceBar
|
|
|
|
|
|
|
|
Move indentation into CodeEdit
|
|
editor
|
|
|
|
Also MIDIMessage
|
|
|
|
Remove redundant keywords from TextEdit
|
|
Added support for scripts reporting multiple errors to ScriptTextEditor
|
|
|
|
Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
|
|
Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
|
|
|
|
Allow selecting frames by holding down the mouse in SpriteFrames editor
|
|
|