summaryrefslogtreecommitdiff
path: root/editor/plugins
AgeCommit message (Collapse)Author
2020-02-05Merge pull request #35918 from timothyqiu/script-views-min-heightRémi Verschelde
Shortens minimum height of script editor
2020-02-05Add do..while(0) wrappers to macros without one.Marcel Admiraal
- Add do..while(0) wrapper to ERR_FAIL_NULL macros. - Add do..while(0) wrapper to ERR_FAIL_COND macros. - Add do..while(0) wrapper to ERR_CONTINUE macros. - Add do..while(0) wrapper to ERR_BREAK macros. - Add do..while(0) wrapper to CRASH_COND macros. - Add do..while(0) wrapper to ERR_FAIL macros. - Add do..while(0) wrapper to ERR_PRINT macros. - Add do..while(0) wrapper to WARN_PRINT macros. - Add do..while(0) wrapper to WARN_DEPRECATED macros. - Add do..while(0) wrapper to CRASH_NOW macros.
2020-02-05Remove duplicate WARN_PRINT macro.Marcel Admiraal
2020-02-05Shortens minimum height of script editor windowsHaoyu Qiu
2020-01-27Fixes invalid read when using fill tool in empty tilemapHaoyu Qiu
2020-01-24Fix wrong guideline values shown during draggingTan Wang Leng
Suppose that the user wants to use some guidelines in 2D mode. The user has enabled "Use Pixel Snap", and configured the "Grid Step" to 1px. On some zoom levels, when dragging the guidelines step by step, some offsets shows the wrong value. The offsets that are wrong vary - it is affected by the zoom level, so some zoom levels do not display this problem. For example, a user may see this while dragging the guideline: 0px 1px 1px 3px 4px 5px 5px 7px 8px whereby 2px and 6px are missing. This is due to a floating-point error. The values are printed as (truncated) integers, but they are actually decimals, so they were actually 1.9999 and 5.9999 for the missing cases. Let's fix that by rounding up the values before printing them to get rid of the errors. This fixes #35010.
2020-01-23Fixes scrollbar positions on HiDPI displayHaoyu Qiu
* TextureRegion editor * Ploygon2D UV editor
2020-01-22Merge pull request #35406 from lawnjelly/ortho-shadowRémi Verschelde
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22Merge pull request #35421 from williamd1k0/improve-top-animation-menuRémi Verschelde
Use an icon in the top Animation Key menu
2020-01-22Use an icon in the top Animation Key menuWilliam Tumeo
2020-01-22Change CameraMatrix::get_viewport_size to get_viewport_half_extentslawnjelly
Fixes #26637. Fixes #19900. The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2. Code which called this function has also been modified accordingly. This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width. It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-21Fix asset library video play overlay not being centered on the thumbnailEric Rybicki
2020-01-20Merge pull request #35379 from dankan1890/quick_fixRémi Verschelde
TextureRegionEditor: Corrected typo
2020-01-20TextureRegionEditor: Corrected typodankan1890
2020-01-20Merge pull request #35351 from ericrybick/32342-Resize-snapping-lines-bugRémi Verschelde
Fix editor drawing snapping lines for wrong edge/corner when resizing elements with smart snapping enabled
2020-01-20Fix editor drawing snapping lines for wrong edge/corner when resizing ↵Eric Rybicki
elements with smart snapping enabled fixes #32342
2020-01-19Merge pull request #35303 from timothyqiu/hidpi-anitreeplayerRémi Verschelde
Fixes AnimationTreePlayer editor UI on HiDPI
2020-01-19Merge pull request #35273 from dankan1890/quick_fixRémi Verschelde
AssetLibrary layout fix
2020-01-19Merge pull request #35295 from N0hbdy/animation-editor-line-edit-fixRémi Verschelde
Fix AnimationTree Editor by using CONNECT_DEFERRED on LineEdit
2020-01-19Fixes AnimationTreePlayer editor on HiDPIHaoyu Qiu
* The minimum editor size * The position of buttons and status text
2020-01-18Clamp the editor scale to 1 when resetting zoom in the 2D editorHugo Locurcio
This closes #35294.
2020-01-18Fix AnimationTree Editor by using CONNECT_DEFERRED on LineEditN0hbdy
Not having this causes the LineEdit to be deleted while still processing signals, which can cause a crash during focus changes. Fixes 35293
2020-01-18AssetLibrary when the download size is unknown:dankan1890
hidden progress bar added in the description the downloaded bytes Fixes #35267
2020-01-18Fix minimap updating in shader tabYuri Roubinsky
2020-01-17Mark alternate editor display modes as disabled in the GLES2 rendererHugo Locurcio
This partially addresses #27018.
2020-01-16Merge pull request #34879 from Phischermen/canvas-item-editor-local-space-modeRémi Verschelde
Fix issue regarding rotating Canvas Items in editor
2020-01-16Fixed unknown symbol drawn instead of tabs in breakpoints/bookmarks listsandrycodestuffs
Tab characters were not rendered properly in the breakpoints and bookmarks lists of the script editor if the bookmarked line was a comment, resulting in unknown ASCII symbols “�”. Fixes #34046. Also changed formatting a bit to enclose the code in backticks (like in Markdown) instead of quotes. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-01-15Fixes AssetLib crash when JPG module is disabledHaoyu Qiu
JPG module is optional, so check it's existence before using.
2020-01-14Cleanup unnecessary code from before the scrollbar overlapping fixesMichael Alexsander
2020-01-14Merge pull request #34801 from Calinou/add-3d-viewport-crosshairRémi Verschelde
Add a crosshair to the 3D viewport
2020-01-14Fix issue regarding rotationPhischermen
Canvas items will now rotate correctly no matter what their global scale happens to be.
2020-01-14Fix more scrollbar anchoringsMichael Alexsander
2020-01-13Fix more instances of overlapping scrollbarsMichael Alexsander
2020-01-13Add a crosshair to the 3D viewportHugo Locurcio
The crosshair makes freelook navigation a bit easier, while making it clearer that it's possible to select nodes by clicking while in freelook mode. The crosshair is only displayed while in freelook mode. It uses an icon designed to be visible on any background.
2020-01-13Animation editor: Set resource name when duplicatingRémi Verschelde
Fixes #25156.
2020-01-13Clamp the editor scale to 1 for 2D zoom operationsHugo Locurcio
Some people set the editor scale below 1 to fit more content on screen, even if their display doesn't have a particularly low DPI. This closes #35059.
2020-01-12Increase the size of the item list editor popupHugo Locurcio
This makes it easier to edit large amounts of items. This partially addresses https://github.com/godotengine/godot-proposals/issues/368.
2020-01-12Fixes min size of various editor plugins on HiDPIHaoyu Qiu
* AnimationTree * AudioStream * ResourcePreloader * ShaderEditor * VisualShaderEditor
2020-01-10Merge pull request #34937 from YeldhamDev/scriptdiag_disable_loadRémi Verschelde
Add option to disable loading scripts in ScriptCreateDialog
2020-01-10Fix TileSet editor's workspace size sometimes not changing correctly on ↵Michael Alexsander
region change
2020-01-09Add option to disable loading scripts in ScriptCreateDialogMichael Alexsander
2020-01-09Fixes TextureRegion editor drag handle for HiDPIHaoyu Qiu
Before this fix, it's easy to miss the drag handle on a HiDPI monitor.
2020-01-08Merge pull request #34802 from xelivous/power-of-two-is-goodRémi Verschelde
Change the 2D editor's snap to 8x8 by default
2020-01-08Minor fixes for ScriptCreateDialogMichael Alexsander
2020-01-05Fixes scaled scrolling of TextureRegion editorHaoyu Qiu
2020-01-04Take the editor scale into account for 2D zoom operationsHugo Locurcio
The zoom level displayed is now relative to the editor scale. This means that with an editor scale of 200%, the 100% zoom level will actually be 200% as it's multiplied by the editor scale. This prevents things from looking too small when opening a project on an hiDPI display. This matches the behavior found in most image editors out there.
2020-01-04Makes more strings translatableHaoyu Qiu
2020-01-03Change the 2D editor's snap to 8x8 by defaultxelivous
2020-01-02Merge pull request #34720 from Calinou/light-gizmo-color-by-lightRémi Verschelde
Tint 3D light gizmos using the light's color