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AgeCommit message (Collapse)Author
2021-09-15Fix pressing `Add Node` button in visual shader editorYuri Roubinsky
2021-09-15Merge pull request #52317 from Calinou/2d-skeleton-editor-tweak-termsRémi Verschelde
2021-09-15Fix issues with scaling Node3DsKrystof Klestil
2021-09-14Merge pull request #52667 from butkeim/masterRémi Verschelde
Fix 3D Onion skinning missing
2021-09-14Fix 3D Onion skinning missingKerrad Yanis
2021-09-14Merge pull request #52266 from AndreaCatania/collRémi Verschelde
2021-09-14Merge pull request #52662 from Chaosus/fix_bookmarksRémi Verschelde
Fix editor crash on pressing `Go to Previous Bookmark` menu button
2021-09-14Fix editor crash on pressing `Go to Previous Bookmark` menu buttonYuri Roubinsky
2021-09-14Merge pull request #52658 from groud/some_tilemap_fixesGilles Roudière
Fix transform of TileMap nodes and tilemap selection
2021-09-14Fix transform of TileMap nodes and tilemap selectionGilles Roudière
2021-09-13Merge pull request #52554 from Calinou/2d-editor-enable-pixel-snapRémi Verschelde
Enable Pixel Snap by default in the 2D editor
2021-09-13Merge pull request #52298 from DeleteSystem32/meshlib-transformRémi Verschelde
implement individual mesh transform for meshlibrary items
2021-09-10Enable Pixel Snap by default in the 2D editorHugo Locurcio
Since this avoids accidentally placing 2D nodes at subpixel positions, this results in more crisp visuals by default, even when pixel snapping is disabled in the project settings.
2021-09-09Merge pull request #51158 from YeldhamDev/potgen_enhancementsJuan Linietsky
Make some enhancements to the POT generation
2021-09-09implement individual mesh transform for meshlibrary itemsVincent
2021-09-08Merge pull request #52462 from TokageItLab/fixed-regression-of-skinningJuan Linietsky
Fixed regression of skinning with skeleton
2021-09-08Merge pull request #52106 from Paulb23/text-edit-optimisationGilles Roudière
Optimise TextEdit get line height and width
2021-09-08Merge pull request #52459 from groud/fix_terrain_editor_resetGilles Roudière
Fix TileSet terrain painting reset to no terrain
2021-09-08Improve collision generation usability in the new 3D scene import workflow.AndreaCatania
With this PR it's possible to add a collision during the Mesh import, directly in editor. To generate the shape is possible to chose between the following options: - Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library). - Simple Convex: Is generated a convex shape that enclose the entire mesh. - Trimesh: Generate a trimesh shape using the Mesh faces. - Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`. - Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`. - Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`. - Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`. It's also possible to chose the generated body, so you can create: - Rigid Body - Static Body - Area
2021-09-07Fixed regression of skinning with skeletonSilc 'Tokage' Renew
2021-09-07Fix TileSet terrain painting reset to no terrainGilles Roudière
2021-09-07Implement properties arrays in the Inspector.Gilles Roudière
2021-09-02Make some enhancements to the POT generationMichael Alexsander
2021-09-01Tweak skeleton editor texts "Make Rest Pose" and "Set Bones to Rest Pose"Hugo Locurcio
The new terms are more descriptive of each button's actual function.
2021-09-01Merge pull request #51639 from Ev1lbl0w/gsoc21-dapFabio Alessandrelli
Implement more advanced features for DAP
2021-08-31Implemented advanced features of DAPEv1lbl0w
Respect client "supportsVariableType" capability Implement "breakpointLocations" request Implement "restart" request Implement "evaluate" request Fix error messages not being shown, and improved wrong path message Removed thread option and behavior Implemented detailed inspection of complex variables Fix "const"ness of functions Added a configurable timeout for requests Implement Godot custom data request/event Implement syncing of breakpoints Added support for debugging native platforms
2021-08-30Merge pull request #52240 from Rubonnek/rename-rel-pathJuan Linietsky
Rename `String::is_rel_path` to `String::is_relative_path`
2021-08-30Merge pull request #43838 from lupoDharkael/cancel-memberJuan Linietsky
Clear connection data from/to empty after used
2021-08-30Revert " Improve collision generation usability in the new 3D scene import ↵Juan Linietsky
workflow."
2021-08-30Merge pull request #51985 from AndreaCatania/collCamille Mohr-Daurat
Improve collision generation usability in the new 3D scene import workflow.
2021-08-29Rename String::is_rel_path to String::is_relative_pathWilson E. Alvarez
2021-08-28Optimise TextEdit get height and widthPaulb23
2021-08-28Improve collision generation usability in the new 3D scene import workflow.AndreaCatania
With this PR it's possible to add a collision during the Mesh import, directly in editor. To generate the shape is possible to chose between the following options: - Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library). - Simple Convex: Is generated a convex shape that enclose the entire mesh. - Trimesh: Generate a trimesh shape using the Mesh faces. - Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`. - Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`. - Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`. - Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`. It's also possible to chose the generated body, so you can create: - Rigid Body. - Static Body. - Area.
2021-08-27Merge pull request #52122 from V-Sekai/autoload_listK. S. Ernest (iFire) Lee
Use sorted map for autoloads in ProjectSettings to preserve order.
2021-08-27Merge pull request #51962 from LoipesMas/zoom_fixMax Hilbrunner
Clamp EditorZoomWidget zoom
2021-08-27Merge pull request #51908 from bruvzg/msdf_fonts2K. S. Ernest (iFire) Lee
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27Merge pull request #51896 from nekomatata/restore-ray-shapeCamille Mohr-Daurat
Refactor RayShape and rename to SeparationRayShape
2021-08-27Makes FontData importable resource.bruvzg
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
2021-08-26Use OrderedHashMap for autoloads to preserve orderLyuma
2021-08-25Fix zoom label not being updatedLoipesMas
2021-08-25Merge pull request #51821 from Calinou/builtin-shaders-add-commentsJFonS
Add comments at the top of each built-in shader to ease debugging
2021-08-24Rename RayShape to SeparationRayShapePouleyKetchoupp
Makes it clearer that it's used for special cases when picking a collision shape.
2021-08-24Restore RayShape as a regular shape typePouleyKetchoupp
Partial revert from previously removing ray shapes completely, added back as a shape type but without the specific character controller code.
2021-08-23Merge pull request #37253 from KoBeWi/animassMax Hilbrunner
Allow to load multiple animations at once
2021-08-23Rename polygon editor settings for better display in the Editor SettingsHugo Locurcio
2021-08-23Allow to load multiple animations at onceTomasz Chabora
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-19Merge pull request #51583 from nekomatata/capsule-height-radius-settersRémi Verschelde
Fix capsule height/radius setters with linked properties
2021-08-19Fix capsule height/radius setters with linked propertiesPouleyKetchoupp
Capsule height and radius setters can modify each other, rather than using clamping, to avoid cases where values are not set correctly when loading a scene (depending on the order of properties). Inspector undo/redo: Added the possibility to link properties together in the editor, so they can be undone together, for cases where a property can modify another one. Gizmo undo/redo: Capsule handles pass both radius and height values so they can be undone together.