Age | Commit message (Collapse) | Author |
|
Display a editor gizmo icon for Listener3D
|
|
Materials Conversion now includes "Local to scene" flag and name
|
|
The icon was present in `editor/icons/`, but it was never implemented
in the editor gizmos code.
This also removes some unused gizmo drawing code (overridden methods
that are no longer called anywhere).
|
|
|
|
Rename WorldMarginShape to WorldBoundaryShape
|
|
|
|
|
|
|
|
Fix 3D Onion skinning missing
|
|
|
|
|
|
|
|
Fix editor crash on pressing `Go to Previous Bookmark` menu button
|
|
|
|
Fix transform of TileMap nodes and tilemap selection
|
|
|
|
Enable Pixel Snap by default in the 2D editor
|
|
implement individual mesh transform for meshlibrary items
|
|
Since this avoids accidentally placing 2D nodes at subpixel positions,
this results in more crisp visuals by default, even when pixel snapping
is disabled in the project settings.
|
|
Make some enhancements to the POT generation
|
|
|
|
Fixed regression of skinning with skeleton
|
|
Optimise TextEdit get line height and width
|
|
Fix TileSet terrain painting reset to no terrain
|
|
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
|
|
|
|
|
|
|
|
|
|
The new terms are more descriptive of each button's actual function.
|
|
Implement more advanced features for DAP
|
|
Respect client "supportsVariableType" capability
Implement "breakpointLocations" request
Implement "restart" request
Implement "evaluate" request
Fix error messages not being shown, and improved wrong path message
Removed thread option and behavior
Implemented detailed inspection of complex variables
Fix "const"ness of functions
Added a configurable timeout for requests
Implement Godot custom data request/event
Implement syncing of breakpoints
Added support for debugging native platforms
|
|
Rename `String::is_rel_path` to `String::is_relative_path`
|
|
Clear connection data from/to empty after used
|
|
workflow."
|
|
Improve collision generation usability in the new 3D scene import workflow.
|
|
|
|
|
|
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body.
- Static Body.
- Area.
|
|
Use sorted map for autoloads in ProjectSettings to preserve order.
|
|
Clamp EditorZoomWidget zoom
|
|
Make FontData importable resource. Add multi-channel SDF font rendering.
|
|
Refactor RayShape and rename to SeparationRayShape
|
|
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
|
|
|
|
|
|
Add comments at the top of each built-in shader to ease debugging
|
|
Makes it clearer that it's used for special cases when picking a
collision shape.
|
|
Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
|
|
Allow to load multiple animations at once
|