Age | Commit message (Collapse) | Author |
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Changed Sprite Frame buttons for icons
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Fix Coverity reports of uninitialized scalar variable
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Fixed deleting an animation marked to autoplay in the editor affecting the creation of one with the same name
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Fixes 2d editor panning not working
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Fixes logically dead code (Coverity)
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Replaces CTRL with CMD in TileMapEditor for MacOS.
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Fixes hard to select Node2D
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Fix theme editor sample widgets
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-Missing Icons
-Missing freezing option (for baking light and faster load)
-Missing a way to export from Godot (GLTF2?)
-Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs)
Happy testing!
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creation of one with the same name.
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Replacing CTRL with CMD makes sense dure to consistency
with MacOS and avoiding conflict with the accessibility
hotkey (ctrl+lmb = rmb)
Fixes: #18238
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Fixes reported logically dead codes by Coverity
* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.
* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function
* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.
* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)
* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle
* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'
* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp
* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.
* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.
* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
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Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
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Fix possible crash when clicking on Skeleton2D or Sprite editor options
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Revert "Unify http- and percent- encode/decode"
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Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent
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This reverts commit b76ee30917c63211ac9e94a21bebbddf518d169f.
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Added find & replace in files
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Fix converting to tileset crashes Godot if existing file is not tileset
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Enhance uri utils
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Radio buttons in menus
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Improve popup menus usability
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It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal.
This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item.
This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature.
This improves UX a bit by saving unnecessary clicks.
From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
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#17962)
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Add functionality to move selected tiles in tile map editor
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Abstracted the syntax highlighter from text edit.
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This change adds a new entry "Move Selection" to the "Tile Map"
menu in the tile map editor. It allows the user to easily move
as set of selected tiles.
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Fixed some popups not shrinking their size back when losing items
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Ctrl+Clicking a enum now scrolls down to it in the docs.
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Removed unneeded sort from SpriteFramesEditor plugin
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