Age | Commit message (Collapse) | Author |
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Fixed gizmo forced implicit normalization and inconsistent rotation
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Shortcut: Rename `shortcut` property to `event`
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LightningAA/minor_view_rotation_gizmo_improvements-4.0
Minor visual improvements to the view rotation gizmo
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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.
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Implemented initial DAP support
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Name nodes added when drag & dropping an image by `name_casing`
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Make the "View" menu in the 3D viewport stay open when selecting a checkbox
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Removes EmitParticle node from the start functions in visual shader
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Makes dictionary instead of string for visual shader version
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Update doc/classes/VisualShader.xml
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Implements TileMap layers and move TileSetPlugins's functions to the TileMap node instead
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node instead
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Use real_t in editor plugins
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VCS: Allow to stage and commit all files with Ctrl + Enter
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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
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Also use const more often and delete dead code in CanvasItemEditor
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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.
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Put multiple colons back into translated strings
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Name new resource files with `snake_case`
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Highlight context menu items at the top of the 2D/3D viewports
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This makes the focus outline less distracting on the
2D and 3D editor viewports.
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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.
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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.
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- 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.
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Improve the 3D editor manipulation gizmo
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Improve MeshInstance3D UV preview in the editor
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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.
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Add shortcut to toggle the 3D editor's camera preview
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* 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.
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Use Ref<T> references as iterators where relevant
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And const when possible.
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against physics rather than visual geometry.
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Implement Binary Shader Compilation
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* 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.
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