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2020-02-23Signals: Fix invalid connections to missing callbacksRémi Verschelde
These bugs existed since those lines were added, so I assume that their intended use is no longer relevant.
2020-02-23Replace FALLTHROUGH macro by C++17 [[fallthrough]]Rémi Verschelde
This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-21Merge pull request #36421 from Chaosus/vs_sort_custom_nodsYuri Roubinsky
Refactor node processing in visual shader member dialog
2020-02-21Refactor node processing in visual shader member dialogYuri Roubinsky
2020-02-21Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-20Merge pull request #36340 from nathanwfranke/fix-signal-errorsRémi Verschelde
Fix two signal errors, remove unused break_request signals in profilers
2020-02-19Fix two signal errorsnathanwfranke
Update
2020-02-19Make orthogonal view mode persistent in new scenejanglee
Fixes #36339.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-15Increase the width of the "Connections to method" dialogHugo Locurcio
This closes #36245.
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
2020-02-14Merge pull request #36044 from dreamsComeTrue/fix-replace-all-shortcutRémi Verschelde
Added 'Replace in files' functionality to text editors
2020-02-14Restore cubemaps in visual shadersYuri Roubinsky
2020-02-13Added 'Replace in files' functionality to text editorsDominik 'dreamsComeTrue' Jasiński
Fixes issue #31146
2020-02-13Restore drag&drop textures in visual shadersYuri Roubinsky
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-13Added virtual method to VisualShaderNodeCustom to enable high-end markYuri Roubinsky
2020-02-12Added high-end (Vulkan) label to some functions in visual shaderYuri Roubinsky
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-11Fix problems with concave shapes in the TileSet editorMichael Alexsander
2020-02-11Added normalmap guided roughness mipmap generator, and a global roughness ↵Juan Linietsky
limiter.
2020-02-11Re-implemented screen space ambient occlusionJuan Linietsky
2020-02-11Auto exposure re-implemented in VulkanJuan Linietsky
2020-02-11[Vulkan] Add repeat flag to texture preview checkerboard backgroundYuri Roubinsky
2020-02-11Fix code formatting issues and VS compilationRémi Verschelde
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356.
2020-02-11Several fixes to GIProbesJuan Linietsky
2020-02-11More GIProbe work and fixesJuan Linietsky
2020-02-11Fixed display menu visualizations.Juan Linietsky
2020-02-11GIProbes working.Juan Linietsky
2020-02-11Modernized default 3D material, fixes material bugs.Juan Linietsky
2020-02-11Several fixes to 3D rendering, and multimesh implementation.Juan Linietsky
2020-02-11Environment sky more or less working.Juan Linietsky
2020-02-11Base 3D engine done, still untested, though.Juan Linietsky
2020-02-11Changes to material required to add custom shaders in RD rendererJuan Linietsky
2020-02-11Bugfixes and ability to better specify filter and repeat modes everywhere.Juan Linietsky
Removes antialiased flag for draw_* methods.
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11Merge pull request #36086 from KoBeWi/TOOL_MOVE_moveRémi Verschelde
Allow to use arrow keys with TOOL_MOVE
2020-02-11Fix selectable locked itemsTomasz Chabora
2020-02-10Allow to use arrow keys with TOOL_MOVETomasz Chabora
2020-02-10Merge pull request #36085 from YeldhamDev/rip_animationtreeplayer_press_fRémi Verschelde
Remove AnimationTreePlayer node
2020-02-10Remove AnimationTreePlayer nodeMichael Alexsander
2020-02-10Fixes a crash in the 2D editorGilles Roudière
2020-02-10- Integrated NavigationServer and Navigation2DServer.Andrea Catania
- Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU.
2020-02-10Merge pull request #35704 from KoBeWi/free_the_nodesRémi Verschelde
Include locked nodes on selection list
2020-02-10Include locked nodes on selection listTomasz Chabora
2020-02-10Merge pull request #33815 from Calinou/assetlib-focus-search-shortcutRémi Verschelde
Make Ctrl+F focus the editor asset library's search field
2020-02-10Merge pull request #35787 from Calinou/editor-expose-create-single-convex-shapeRémi Verschelde
Re-add a way to generate a single convex shape from the editor
2020-02-10Merge pull request #36054 from Calinou/rebind-tilemap-editor-select-pick-tileRémi Verschelde
Change the Pick Tile and Select default shortcuts in the TileMap editor
2020-02-09Fix 2D CollisionShape controls pointing the wrong wayAaron Franke
They now point down, matching Godot's 2D coordinate system.