Age | Commit message (Collapse) | Author |
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Add the ability to remove project contents from the remove project dialog
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Fix crashes in *_input functions
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- Focus the project search box when switching from the Templates tab
back to the Projects tab in the project manager.
- Add a context-specific placeholder for the asset library search box.
- Rename "Search" project filter box placeholder to the more
descriptive "Filter projects". When performing a search on an
existing selection, "Filter" is more accurate than "Search".
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Allow Godot to import .ZIP files with non-regular structure
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This is a workaround fix for a Vector2i multiplication regression issue that prevents the project manager window size from scaling correctly. This calculates the new window size x and y values separately.
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-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
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Adjust auto scale on 4k monitors to 150%
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This hints the user that the project manager is currently busy
loading the project. This is important for the HTML5 editor as the
current feedback isn't very obvious.
This also removes the unused `_exit_dialog` function.
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Dropping a single ZIP file in the project manager will now prompt the
import dialog.
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Check default project and autoscan directories exist on project manager startup
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This closes https://github.com/godotengine/godot-proposals/issues/619.
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This affects the editor scale and font hinting settings which will now
display their automatically chosen value in parentheses.
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1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
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Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
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scene.
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Use 75% editor scale on small displays automatically
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This also makes borders always display in the editor theme,
even if the editor scale is below 100%. Otherwise, "focus" outlines
would vanish when using an editor scale below 100%,
which harms usability.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Add translators comment for the two 'Project Manager' strings,
and fix some of the translations.
(cherry picked from commit c5f6d2097bcbe1826b9111774ed0f8deb5839060)
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Make blank project name create an error, not a warning
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Also set a minimum size
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- Reorder search/sort bar
- Removed ProjectListFilter (unnecessary abstraction)
- Reorder side bar buttons
- Removed some unused variables/methods
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resource depency dialogs).
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ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081.
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Fixes: #39012
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Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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