Age | Commit message (Collapse) | Author |
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Put misc. 3D tool visible instances on their own layer
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-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
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GDScript(2.0) Documentation generation system
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Limit the editor zoom and freelook speed based on camera settings
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Fixed few bugs in visual shader expressions
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Changes 'always show grid' hotkey to prevent conflict with 'pan mode'
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- ClassDoc added to GDScript and property reflection data were extracted
from parse tree
- GDScript comments are collected from tokenizer for documentation and
applied to the ClassDoc by the GDScript compiler
- private docs were excluded (name with underscore prefix and doesn't
have any doc comments)
- default values (of non exported vars), arguments are extraced from the
parser
- Integrated with GDScript 2.0 and new enums were added.
- merge conflicts fixed
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Fixed several inputs in visual shaders
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Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
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[Complex Text Layouts] Implement TextServer interface.
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This makes that visible stuff invisible to ReflectionProbes, whose preview in the editor shouldn't involve them.
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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Fix binding of default value in EditorSpatialGizmoPlugin::get_material()
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It was commented for some reason I can't remember.
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unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
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added shortcuts/hotkeys for tileset editor plugin collision buttons, …
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suggested changes.
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Make Path3D handles visible and consistent with 2D.
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Resolves godotengine/godot-proposals#1246.
It is difficult to tell the difference between the handles for adjusting
curves and the points themselves when looking at a Path gizmo.
This re-uses the icons used for Path2D.
Unlike Path2D, this does not use a different icon for smooth vs sharp
points, as using a potentially different material for each point would
prevent batching the points in add_handles (and adding them out-of-order
messes up other logic based on handle indices).
This includes a public API change to allow specifying a texture for a
handle material. This allows spatial gizmo plugins to customize the way
a handle is rendered, if desired, but does not break existing behavior
(as providing no texture uses the default).
The path handle icons were resized as well. 16x16 is the standard icon
size. These icons were 10x10 rather than 16x16, and appeared rather
small in the editor.
To resize, I:
- Opened the original in Inkscape
- Resized the document to 16x16
- Opened the transform dialog
- Scaled by 160% proportionally
- Used Align/Distribute to center on the page
- Saved the document
- Cleaned with `svgcleaner --multipass`
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- Draw two boxes slightly offset from each other to give the illustion
of a thicker outline.
- Decrease the offset compared to the 3D node's AABB to give a more
accurate representation of its size.
- Make the box fully visible instead of only displaying the corners.
- Draw a x-ray version of the box that's more translucent, but visible
through walls. This helps make the box more visible while still
having a sense of depth.
- Use an orange color similar to the 2D editor.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
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fix(editor): TileMap floodfill with same tile ID and different variation
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Set previous tool buttons in the Polygon2D editor to be flat again
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Polygon2D editor
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Fix visibility issue with zoom label
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Improve undo log messages in the 2D editor for additional context
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Fixup `ColorRamp` to `Gradient` renames
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Enhancement for tileset sorting
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-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
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Minor improvements to the Polygon 2D UV editor
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ref: #42972
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