Age | Commit message (Collapse) | Author |
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-Missing Icons
-Missing freezing option (for baking light and faster load)
-Missing a way to export from Godot (GLTF2?)
-Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs)
Happy testing!
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Fix possible crash when clicking on Skeleton2D or Sprite editor options
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Revert "Unify http- and percent- encode/decode"
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Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent
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This reverts commit b76ee30917c63211ac9e94a21bebbddf518d169f.
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Added find & replace in files
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Fix converting to tileset crashes Godot if existing file is not tileset
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Enhance uri utils
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Radio buttons in menus
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Improve popup menus usability
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It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal.
This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item.
This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature.
This improves UX a bit by saving unnecessary clicks.
From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
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#17962)
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Add functionality to move selected tiles in tile map editor
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Abstracted the syntax highlighter from text edit.
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This change adds a new entry "Move Selection" to the "Tile Map"
menu in the tile map editor. It allows the user to easily move
as set of selected tiles.
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Fixed some popups not shrinking their size back when losing items
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Ctrl+Clicking a enum now scrolls down to it in the docs.
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Removed unneeded sort from SpriteFramesEditor plugin
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Since create_outline can only make outline for PRIMITIVE_TRIANGLES,
when QuadMesh (which is PRIMITIVE_TRIANGLE_FAN) is used to create
outline, will leave `arrays` empty, and crash when it is being indexed
for "indices" subarray.
This PR shows error when there's only one surface and it is not
TRIANGLES. Also prevent the crash if it has more than one surface
and none of them are TRIANGLES (and any other cases that could leave
`arrays` empty) by checking the size of `arrays` == 8 before indexing
it, since the method seems to expect `arrays` to be of that size.
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Simplify CanvasItemEditor anchor drag logic
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They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually.
`is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button.
Keeping check in the name adds an additional clue about these facts.
Closes #13055.
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There was a percent-prefixed version, which was exposed, and a http-prefixed version which was not (only to GDNative).
This commit keeps the percent-prefixed versions, but with the http-prefixed implementations.
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also make TileSetEditorPlgn tile list updates the preview modulate
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add option to invert y-axis
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TileMap: add fix_invalid_tiles
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Add icon to TileMapEditor popupmenu
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Update icons when theme changed
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More threading in AssetLib
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Fix round preview getting square on "run scene" (issue 16734)
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ScriptEditor: Use EditorSettings instead of hardcoded values in constructor.
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TileSet&TextureRegion: fix error when getting nonexistent tile
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