Age | Commit message (Collapse) | Author |
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Fixed typos in `TextEdit::GutterType` enum
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* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
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Tweak editor select mode drag threshold for better usability
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- Use a smaller drag threshold (8 pixels instead of 10 pixels).
- Scale the 2D editor drag threshold with the zoom to make it
work the same regardless of the current zoom level.
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Add the ability to preview viewports from the inspector
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Neither name is a perfect match but `Curve3Texture` looked too similar to
`CurveTexture` and `Curve3D`, which made things confusing when picking a
texture type or browsing the API reference.
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Add header theme type variations to labels
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This also fixes a C# documentation example that had one of its
strings incorrectly converted.
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Improvements to Label's layout options
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Automatically display the installer after downloading an asset
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Set minimum size for "Version Control" diff bottom panel
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Also includes a minor refactor of TextureEditorPlugin.
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Options to clean/simplify convex hull generated from mesh
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Auto-set a first compatible uniform on dragging to create a UniformRef (VisualShaders)
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Fixes for multi-node editing interactions.
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Add both preview sun and sky at the same time when holding Shift
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This generally looks better when adding more nodes to the scene
in the future.
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- To make things easier to follow, display the asset name in
confirmation dialogs.
- Display the number of conflicting files in the asset extraction dialog.
This reduces the number of clicks required to install an asset.
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- Add 1-5 shortcuts to zoom between 100% and 1600% quickly
(similar to GIMP).
- When holding down Alt, go through integer zoom values if above 100%
or fractional zoom values with integer denominators if below 100%
(50%, ~33.3%, 25%, …).
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Allows to see version diffs without having to expand the bottom panel
manually when clicking on a changed file in the "Commit" dock.
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Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
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This makes setting up scenes for prototyping faster.
A tooltip was added to let people know about this feature.
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Add a root Node3D automatically if absent when adding preview sun and sky
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Use the Unicode multiplication symbol for the viewport size display
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This makes for a smoother prototyping process compared to displaying
an error message.
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Support for anisotropy in VoxelGI was removed during its development
due to the high cost. This was a leftover from anisotropy support.
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shortcuts
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Add numpad emulation in 3D viewport
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Allow using the 3D editor's View menu while previewing a camera
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Fixes some problems introduced by #49917
* Tree used minimum size as a stretch ratio, so it forced a minimum size of 1.
* Minimum size redone, stretch ratio moved to a separate setting
* Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired.
* Added a clip content option for situations where fit to contents does not apply.
* Icon would scroll with the item, making it invislbe if the item is too long.
* Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
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- Added options to trim the text in case it overruns
- Added more autowrap modes
- Improved line breaking, which ignores trailing spaces
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* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
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Also use const more often.
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Clean up RenderingServer and its bindings
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* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
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