Age | Commit message (Collapse) | Author |
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Fix similar bug in AnimationLibraryEditor
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Fixes rectangle painting weird behavior when dragging outside the atlas area
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Make keyboard shortcuts in tile data editors consistent with tilemap editor.
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Fix a bug with collision shapes painting.
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Fix scaling issue in `draw_line` and similar methods
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Add `Key::CTRL_OR_CMD` and use it to fix shortcut for tilemap painting tools on macOS
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Save history when goto script line in the text editor
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Add EditorUndoRedoManager singleton
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Sauermann/fix-cursorshape-tilesetatlassourceeditor
Use get_cursor_shape for identifying the cursor shape in TileSetAtlasSourceEditor
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prevented the use of the functionality on mac
on Mac CTRL + Left click = Right click therefore when a functionality needs CTRL + Left click it is not possible on mac. It then forcibly needs to be CMD on mac
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Keep terrain choice when changing layer in tilemap editor
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Fixes TileSet atlas merging not working correctly
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Fix contextual visibility of tileset and tilemap editors (again)
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Fix the Frame Selection (Shift + F) functionality in the 2D editor
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Add expand modes to TextureRect
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Split pause() from AnimationPlayer's stop()
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Ensure that the cached layout mode is in sync
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Change set_drag_forwarding() to use callables.
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* This solution is much cleaner than the one in 3.x thanks to the use of callables.
* Works without issues in any language (no need to worry about camel or snake case).
* Editor code uses a compatibility function (too much work to redo).
Fixes #59899
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* Remove unused `EditorPropertyMember` and related hints, previouly used by
VisualScript. Such logic should be implemented in the VS module itself.
* As the above broke compatibility with the VS module, clean up the other
hacks that were still in core in support of VisualScript.
* `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's
`get_translatable_strings()`, which is a legacy function not used anywhere.
So both are removed.
* Reordered some usage flags after the above removal to minimize the diff.
* General clean up.
Fixes #30203.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Fix error when dropping script into script editor
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Use BitField<> in core type masks
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* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
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This makes text within disabled branches easier to distinguish from comments
when using a non-default editor syntax theme.
(The default editor syntax theme uses the same color as the text with 50%
opacity for comments, which means it looks the exact same.)
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Fix "2D Polygon indices are barely visible on bright background" (#38009)
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Co-authored-by: Ethan <epruhl102@gmail.com>
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Closes https://github.com/godotengine/godot/issues/70634
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`TileAtlasView` Update zoom and panning before emitting signal
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Remove side effect of the `handles` method
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`AnimatedSprite{2D,3D}` improvements
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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