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2021-08-05Merge pull request #51164 from TokageItLab/fix-gizmo-transform-scalingRémi Verschelde
Fixed gizmo forced implicit normalization and inconsistent rotation
2021-08-05Merge pull request #51215 from akien-mga/shortcut-rename-property-to-eventRémi Verschelde
Shortcut: Rename `shortcut` property to `event`
2021-08-05Merge pull request #51250 from ↵Rémi Verschelde
LightningAA/minor_view_rotation_gizmo_improvements-4.0 Minor visual improvements to the view rotation gizmo
2021-08-05Shortcut: Rename `shortcut` property to `event`Rémi Verschelde
Having a property which has the same name as its class leads to confusing situations (e.g. `BaseButton` has a `shortcut` property of type `Shortcut` which has a `shortcut` property of type `InputEvent`). Also renames `is_event` to `matches_event`, and `is_valid` to `has_valid_event` to better reflect what the methods check.
2021-08-04Minor improvements to the view rotation gizmoLightning_A
2021-08-04Improve user communications in the theme editorYuri Sizov
2021-08-03Merge pull request #50454 from Ev1lbl0w/gsoc21-dapFabio Alessandrelli
Implemented initial DAP support
2021-08-03Merge pull request #51006 from foxydevloper/drag-drop-namingRémi Verschelde
Name nodes added when drag & dropping an image by `name_casing`
2021-08-03Merge pull request #51118 from SirQuartz/patch-39Rémi Verschelde
Make the "View" menu in the 3D viewport stay open when selecting a checkbox
2021-08-03Added more input/output built-ins to visual shadersYuri Roubinsky
2021-08-03Merge pull request #50703 from Chaosus/vs_remove_subparticles_from_startRémi Verschelde
Removes EmitParticle node from the start functions in visual shader
2021-08-03Fixed gizmo forced uniform scale and inconsistent rotationSilc 'Tokage' Renew
2021-08-02Merge pull request #51144 from Chaosus/vs_versionYuri Roubinsky
Makes dictionary instead of string for visual shader version
2021-08-02Merge pull request #50122 from Paulb23/code_edit_auto_brace_completionRémi Verschelde
2021-08-02Makes dictionary instead of string for visual shader versionYuri Roubinsky
Update doc/classes/VisualShader.xml Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-08-02Merge pull request #51004 from groud/tilemap_layersRémi Verschelde
Implements TileMap layers and move TileSetPlugins's functions to the TileMap node instead
2021-08-02Implements TileMap layers and move TileSetPlugins's functions to the TileMap ↵Gilles Roudière
node instead
2021-08-02Merge pull request #49783 from aaronfranke/real-editor-pluginsRémi Verschelde
Use real_t in editor plugins
2021-08-02Merge pull request #50430 from goostengine/ctrl-enter-commitRémi Verschelde
VCS: Allow to stage and commit all files with Ctrl + Enter
2021-08-02Implemented initial DAP supportEv1lbl0w
Implemented "output" event Refactored "seq" field generation Prevent debugging when editor and client are in different projects Removed unneeded references to peer on the parser Refactored way to detect project path Implemented "setBreakpoints" request Fix double events when terminating from client Refactored "stopped" event Implemented "stopped" with breakpoint event Implemented "stackTrace", "scopes" and "variables" request Report incoming number of stack dump variables Implemented proper reporting of scopes and variables from stack frames Prevent editor from grabbing focus when a DAP session is active Implemented "next" and "stepIn" requests Implemented "Source" checksum computing Switched expected errors from macros to silent guards Refactored message_id Respect client settings regarding lines/columns behavior Refactored nested DAP fields Implement reporting of "Members" and "Globals" scopes as well Fix error messages not being shown, and improved wrong path message
2021-08-01Use real_t in editor pluginsAaron Franke
Also use const more often and delete dead code in CanvasItemEditor
2021-08-01Clean up and complete CodeEdit inspector and docsPaulb23
2021-08-01Move symbol lookup into CodeEditPaulb23
2021-08-01Move auto brace completion to CodeEditPaulb23
2021-08-01Prevent warning spam to console when dragging a CanvasItem in containerYuri Roubinsky
2021-07-31Make the "View" menu in 3D view toolbar stay open when selecting a checkboxNicholas Huelin
This pull request fixes an issue where the "View" menu in the 3D view toolbar would close when you selected either the "View Origin" or "View Grid" checkboxes. This was inconvenient and wasted time by making you have to reopen the menu in order to get to other settings anytime you changed this.
2021-07-31Merge pull request #51110 from pycbouh/editor-put-the-colon-back-inRémi Verschelde
Put multiple colons back into translated strings
2021-07-31Put multiple colons back into translated stringsYuri Sizov
2021-07-31Make action names translatableHaoyu Qiu
2021-07-30Merge pull request #51041 from foxydevloper/new-resources-snake-caseRémi Verschelde
Name new resource files with `snake_case`
2021-07-30Merge pull request #35891 from Calinou/editor-viewport-highlight-context-menusRémi Verschelde
Highlight context menu items at the top of the 2D/3D viewports
2021-07-30Make the focus outline translucent for editor viewportsHugo Locurcio
This makes the focus outline less distracting on the 2D and 3D editor viewports.
2021-07-30Merge pull request #51011 from foxydevloper/drag-drop-root-defaultRémi Verschelde
2021-07-29Name new resource files with `snake_case`foxydevloper
2021-07-29Make drag and drop into viewport add to root node by defaultfoxydevloper
When dragging and dropping a texture, mesh, or scene from the FileSystem into the 2D or 3D viewport, it will be added as a child of the current scene's root node.
2021-07-29Name nodes added from drag & drop by `name_casing`foxydevloper
2021-07-28Fix duplicate shortcut in TileMap EditorNicholas Huelin
This pull request fixes an issue where the paint and erase tools in the TileMap editor had the same shortcut (E). The erase tool having "E" be its shortcut makes more sense than the paint tool having that be its shortcut. So I changed the paint tool's shortcut to be "D" since nothing else uses it and it's short for "draw", it's also right next to "S" on the keyboard which happens to be the selection tool.
2021-07-28Improve the 2D editor ruler displayHugo Locurcio
- Use the ° symbol instead of "deg" to reduce clutter. - Round the displayed lengths to only one decimal instead of two to further reduce clutter. - Don't make the `px` suffix localizable, as it isn't localizable anywhere else in the editor.
2021-07-28Merge pull request #50597 from Calinou/3d-editor-improve-manipulation-gizmoRémi Verschelde
Improve the 3D editor manipulation gizmo
2021-07-28Merge pull request #50826 from Calinou/editor-improve-mesh-uv-previewRémi Verschelde
Improve MeshInstance3D UV preview in the editor
2021-07-27Highlight context menu items at the top of the 2D/3D viewportsHugo Locurcio
This makes it easier to notice that some menu items only appear when specific nodes are selected. This change applies to both 2D and 3D editors, including both plugin-based menus and the hardcoded 2D layout/animation contextual menus.
2021-07-27Merge pull request #50836 from Calinou/3d-editor-camera-preview-add-shortcutRémi Verschelde
Add shortcut to toggle the 3D editor's camera preview
2021-07-27Merge pull request #50933 from JFonS/gizmo_rework_improvementsRémi Verschelde
2021-07-27Fixes to editor subgizmosjfons
* Fixed subgizmo editing on scaled nodes. * Added more clarifications on the coordinate space of subgizmos. * Given input priority to the transform gizmo over subgizmo selection.
2021-07-26Fix icon colors in 3d editor on theme changingYuri Roubinsky
2021-07-26Merge pull request #50899 from akien-mga/refrefRémi Verschelde
Use Ref<T> references as iterators where relevant
2021-07-26Use Ref<T> references as iterators where relevantRémi Verschelde
And const when possible.
2021-07-26Removing bounding box calculations from 3D scene drag and drop and collide ↵SaracenOne
against physics rather than visual geometry.
2021-07-26Merge pull request #50847 from reduz/implement-binary-shader-compilationRémi Verschelde
Implement Binary Shader Compilation
2021-07-26Implement Binary Shader Compilationreduz
* Added an extra stage before compiling shader, which is generating a binary blob. * On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse. * On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL. This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved. I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware. There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.