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2021-02-21Prevent selecting hidden nodes in 3D and Canvas Item editorshilfazer
2021-02-18Refactor Process Modereduz
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192 * PauseMode is now ProcessMode, containing the following states: ``` PROCESS_MODE_INHERIT, // same as parent node PROCESS_MODE_NORMAL, // process only if not paused PROCESS_MODE_PAUSE_ONLY, // process only if paused PROCESS_MODE_ALWAYS, // process always PROCESS_MODE_DISABLED, // never process ``` * NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree). * Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18Merge pull request #45617 from RandomShaper/modernize_atomicsRémi Verschelde
Modernize atomics (and fix `volatile`)
2021-02-18Modernize atomicsPedro J. Estébanez
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18Removed hardcoded shortcuts from /scene and converted to input actionsEric M
This removes hardcoded actions from things like LineEdit and TextEdit. Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-02-17Merge pull request #46105 from Calinou/assetlib-retry-button-only-failureRémi Verschelde
Only display the assetlib Retry button if the download failed
2021-02-17Only display the assetlib Retry button if the download failedHugo Locurcio
2021-02-16Use Vector3.UP as a default value for look_at's up vectorAaron Franke
2021-02-13Fix editor always redrawingreduz
-Only update rendering settings when project settings change -Fixes the update spinner (and editor rendering) updating all the time. -Added a "project_settings_changed" signal to EditorNode and EditorPlugin
2021-02-12Merge pull request #45932 from goostengine/sprite-convert-compressedRémi Verschelde
Fix sprite editor conversion tools to handle compressed textures
2021-02-12Fix sprite editor conversion tools to handle compressed texturesAndrii Doroshenko (Xrayez)
2021-02-11Improve resource load cachereduz
-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-05Merge pull request #45698 from KoBeWi/callables_are_love_callables_are_lifeRémi Verschelde
Change sort_custom/bsearch_custom to use Callables
2021-02-04Change sort_custom/bsearch_custom to use Callableskobewi
2021-02-03Make margins obey the snap option in the TextureRegion editorMichael Alexsander
2021-02-02Fix swapped front/rear viewTom Langwaldt
2021-02-02Fix port previews for uniforms in visual shadersYuri Roubinsky
2021-02-01Merge pull request #45594 from JFonS/improve_3d_gridRémi Verschelde
3D editor grid improvements
2021-02-013D editor grid improvementsjfons
This commit adds a view-dependant fade to the 3D viewport grid. It fades out at steep view angles to hide the solid regions that appear far from the camera. I also included a fade to hide the grid borders. I added some improvements to the dynamic grid when the camera is in orthogonal mode. It properly handles zoom now, and the grid center is now set to the intersection point between the grid plane and the camera forward ray, keeping the grid always visible.
2021-02-01Merge pull request #37547 from aaronfranke/tauRémi Verschelde
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01Merge pull request #45596 from Calinou/editor-add-viewport-resolutionRémi Verschelde
Add viewport resolution to the 3D editor's View Information pane
2021-02-01Merge pull request #45281 from Chaosus/vs_unifyRémi Verschelde
Unified several visual shader nodes
2021-02-01Merge pull request #45506 from Chaosus/vs_connection_fixRémi Verschelde
Attempt to connect to first correct port on dragging in visual shader
2021-01-31Add viewport resolution to the 3D editor's View Information paneHugo Locurcio
2021-01-28Unify URI encoding/decoding and add to C#Aaron Franke
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-27Attempt to connect to first correct port on dragging in visual shader Yuri Roubinsky
2021-01-26Fix zero scaling and material mappings being mapped to wrong fieldsGordon MacPherson
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly. - fixes node_3d_editor_plugin visibility bug when scale is zero - fix culling with small scaling values - which are still valid to be rendered like 0.00004 note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26Merge pull request #45202 from aaronfranke/assetlib-urlRémi Verschelde
Move the Asset Library API URLs to the Editor Settings
2021-01-26Merge pull request #45226 from Chaosus/vs_expression_portRémi Verschelde
Auto-creates a port in visual shader expression on dragging from (and to)
2021-01-26Merge pull request #43875 from addmix/create-physical-skeleton-collider-fixRémi Verschelde
Create physical skeleton collider orientation fix
2021-01-26Merge pull request #44194 from madmiraal/fix-font_selected_colorRémi Verschelde
Change themes font_color_selected to font_selected_color
2021-01-25Fix minimap capturing events and improve its themeYuri Sizov
Add an editor setting for minimap opacity in visual editors
2021-01-24Shadow map rendering optimizationreduz
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
2021-01-24Change themes *_color_* to *_*_colorMarcel Admiraal
Changed: font_color_accel -> font_accelerator_color font_color_bg -> font_unselected_color font_color_disabled -> font_disabled_color font_color_fg -> font_selected_color font_color_hover -> font_hover_color font_color_hover_pressed -> font_hover_pressed_color font_color_pressed -> font_pressed_color font_color_readonly -> font_readonly_color font_color_selected -> font_selected_color font_color_shadow -> font_shadow_color font_color_uneditable -> font_uneditable_color icon_color_disabled -> icon_disabled_color icon_color_hover -> icon_hover_color icon_color_hover_pressed -> icon_hover_pressed_color icon_color_normal -> icon_normal_color icon_color_pressed -> icon_pressed_color Also includes: font_outline_modulate -> font_outline_color tab_fg -> tab_selected tab_bg -> tab_unselected
2021-01-19Added GPU based cluster builderreduz
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-18Added SDF nodes to visual shaderYuri Roubinsky
2021-01-18Unified several visual shader nodesYuri Roubinsky
2021-01-18Hide the rotation gizmo when editor cinematic preview is enabledHugo Locurcio
Cinematic preview enables the Camera3D preview automatically. When previewing a Camera3D, the rotation gizmo isn't displayed as it can't be used.
2021-01-16Auto-creates a port in visual shader expression on dragging fromYuri Roubinsky
2021-01-15Fix invalid visual shader context menu popup sizeYuri Roubinsky
2021-01-15Merge pull request #44805 from Chaosus/vs_convertRémi Verschelde
Add convert options between constants and uniforms in visual shaders
2021-01-15Merge pull request #45164 from Calinou/texture-region-editor-line-backgroundRémi Verschelde
Draw a "background" line behind the dashed line in TextureRegion editor
2021-01-15Merge pull request #35572 from dankan1890/drag_sheetRémi Verschelde
Create spritesheet for SpriteFrames by drag and dropping.
2021-01-15Move the asset library API URLs to the Editor SettingsAaron Franke
2021-01-13Draw a "background" line behind the dashed line in TextureRegion editorHugo Locurcio
This makes the dashed line visible on any background.
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde
2021-01-12Merge pull request #44514 from madmiraal/split-os-executeRémi Verschelde
Split OS::execute into two methods
2021-01-12Create spritesheet for SpriteFrames by drag and dropping.dankan1890
Close godotengine/godot-proposals#378