Age | Commit message (Collapse) | Author |
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(cherry picked from commit f4edbe634182916fd785b0897b8f309a5b9cc5ae)
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(cherry picked from commit 71011e085554c9113e5824f82fd0e505c339b3a8)
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crashes engine due to index out of bounds.
(cherry picked from commit c6a45f10315d16a3434ef8ba5abb6e86c42b1e56)
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(cherry picked from commit b0eadcfbce3182373501ab24e62544032c4aec82)
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(cherry picked from commit 13c8a9890d925fccd7a7988c63bc4867ed81ddeb)
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(cherry picked from commit 45b47d558473623d2ae3d11df1cbfb84fb72a1e5)
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(cherry picked from commit de49bec30e8e2fc5881871a50f9222d90aacc24f)
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(cherry picked from commit 52de40310a9d98496aa3de5aaf457a7e60959b77)
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(cherry picked from commit bd30847e5916f4ca8a855774cb32a160e690e71d)
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(cherry picked from commit 2fcfef15daed68e2bcb83a706223dd8d3107290b)
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(cherry picked from commit c72b09639ad5a8644a1fd3bb61c5e2cca8483808)
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Power-of-two grid sizes are more suited to most game assets.
(cherry picked from commit 0f73ef1df9c092a8d2dea2861960e708d90fbd46)
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(cherry picked from commit 224c66324b5a4f666b0c0469959af39ad5666f75)
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Dragging and dropping now works for shader include file.
(cherry picked from commit e5601b517ef232e26a4773e3704a7b44c64e991f)
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(cherry picked from commit f1f4c5b10b934402acdfa279782a93cbe4403740)
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(cherry picked from commit c2d678a924b7722b6bc846d361cb309d261c6597)
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uncommitted changes.
* Pressing escape while gizmo editing will discard the changes made during that edit 'session'
(cherry picked from commit 871ddf80c097717ad55026ce0cf60481af489eae)
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(cherry picked from commit 0c051f41b16af834ad8b1fb46682aeef16fc88d6)
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(cherry picked from commit e13bcf5b845fba1dbb2bbb02c8f14e7d3733a188)
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(cherry picked from commit bef7f14885ab6ee9cdf4116f67dfa12239746677)
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This fixes a bug introduced by 806425621cfa3daba3ba9f6b020726490a3152a4, where dragging the gizmo no longer respected local transforms.
I'm not sure why I called set_local_coords_enabled(false) in _compute_edit. Removing this line seems to fix gizmo-dragging local transforms, without breaking anything else.
I also noticed that confirming a transform leaves the gizmo axis lines on the screen. This is fixed by calling update_transform_gizmo after clearing the edit mode/instant flags, so update_transform_gizmo knows not to render any axes.
(cherry picked from commit d3d1223b970140b6a37d0c23e3b234c878be510a)
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Having local_space enabled when starting a transform changed the
behavior of VIEW space transforms. Now we disable local_space when
starting a blender transform (there was already logic to restore the
setting after the transform ends).
This also hides the gizmo while performing a blender transform,
otherwise the user will see it snap back and forth between the local and
global alignment. I think the transform looks cleaner with the gizmo
hidden anyways.
Fixes #59392.
(cherry picked from commit 806425621cfa3daba3ba9f6b020726490a3152a4)
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(cherry picked from commit 5a3dbea3ed95b6b1ff0847daf1669aa88515801b)
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(cherry picked from commit fb317546fe4ded0c5ea192ae9a870722a0d6e59c)
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selected TileSet after an edit call with a null pointer.
(cherry picked from commit 66374c8dcee3eab1e0878e892be32cd257b43a5b)
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fix typo `set_polygon` in GenericTilePolygonEditor
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issue in the safer way.
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Fix tile atlas merging crash
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conflicts with special character input.
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Improvements and fixes based on Weblate comments
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Recent changes in Godot cause the theme editor to become hidden when
editing a child resource. This causes a crash when editing style box
resources marked as "main styles" (= leading styleboxes in the code), as
they try to reference the currently edited theme.
This commit works around the issue by permitting the Theme Editor to
keep a reference to the most recently edited Theme. Furthermore, it adds
an assertion to avoid a similar crash in the future.
Long-term, the workaround should probably be removed when the theme editor
is fixed to remain visible while editing child resources, but I'd keep
the assertion.
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Fix Save All trying to save empty scene paths
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Node3DEditorViewport - Remove duplicate wireframe check and cleanup
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Fix some TileMap errors and crashes
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Support editing JSON in ScriptEditor
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Fix random placement behaviour in new TileMap Editor
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* Description of `ui_text_submit` action should be "Submit Text" instead of "Text Submitted".
* Spell out "Animation" instead of using "Anim.".
* Treat "Max" as regular word instead of writing "Max.".
* Use generic "Set %s" for action name instead of a dedicated "Set target_position".
* Add translator comment for:
* "Inclusive" and "Self" in the profiler.
* Places where it needs the context about being an editor progress label.
* "Duplicated Animation Name" since it's refering to the new name of a duplicated animation.
* Disambiguation of "View Plane Transform", "Paste Selects" and "Display Normal".
* Fix wrong undo action name for renaming an input action.
* Fix missing end quote in a shader error message.
* In class reference:
* Fix duplicated "if" in the description of `signf()`.
* Fix mismatched example output in `String.operator %()`.
* Fix typo in the description of `Decal.texture_emission`.
* Unify description of `String.match()` and `StringName.match()`.
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Fix bugs if 2 selections were on same line.
Fix bugs when selection ended at new line.
Make carets stay in place after operation and on undo.
Affects: delete lines, move lines, toggle comments, bookmarks and breakpoints.
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Previous pr: #46435
Fixes: #45969
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Fixes #45969.
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Avoid cleaning up editor plugins when property list changes
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