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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!
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Rename the "Last Modified" project list sorting option to "Last Edited"
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It will be re-enabled once the GLES2 renderer is refactored to work
in Godot 4.0.
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The `project.godot` file will always be modified when editing a project,
but not when running it. This effectively makes the option sort by
last edition date, rather than modification as is typically understood
by users.
This closes #36127.
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But it still requires a change of "driver_name" in backend itself.
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-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
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Improve the renderer selection display in the project manager
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Select the first project when searching in the project manager
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Allow existing hidden files/directories when creating a new project
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For instance, this lets users initialize a Git repository
and still be able to create a project in the directory afterwards.
This closes https://github.com/godotengine/godot-proposals/issues/291.
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Now that projects are loaded asynchronously, some projects in the
list may be displayed before their icon is done loading. This is
especially common on slower hardware.
In such cases, this makes the project manager display a loading
placeholder instead of the default project icon.
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This prevents the editor theme from being created twice.
This speeds up the project editor and editor startup
significantly; startup is now 1.3 times faster on average
(tested on a debug build). RAM usage was also lowered by 7.5 MB
on average.
This partially addresses #35321.
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This makes the project manager usable for opening existing projects
without ever touching the mouse. Just enter text in the autofocused
search box and press Enter.
This partially addresses #8149.
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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* File type names in file dialogs
* Layout option names
* Visual shader editor UI
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Removed unused variables, add some constants numbers
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- Format characteristics as a bullet-point list.
- Fade out secondary text to make other fields more prominent.
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This allows the user to search projects as soon as the project manager
opens, without having to click on the search field first.
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This makes the project manager feel more responsive to user input.
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The fade animation tended to give the editor a "sluggish" feel
when running at lower FPS (which is common in heavy 3D scenes),
so it's probably a good idea to remove it.
This also makes dimming less intense (50% instead of 60%).
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The description is displayed as a tooltip when hovering the project
in the Project Manager. It can span multiple lines.
This partially addresses #8167.
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This PR fixes the issue of navigation via keyup in the project manager not selecting the first item.
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multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu.
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- Use a "broken file" icon instead of a "folder" icon for missing
projects
- Fade out the project icon for missing projects
- Use transparent modulate for grayed out projects as it results in
better-looking text
- Disable the "Edit", "Run" and "Rename" buttons if at least
one missing project is selected
- Make double-clicking or pressing Enter do nothing when a missing
project is selected
- Change the "Open in FileSystem" tooltip accordingly for missing
projects
- Don't connect the "Open in FileSystem" pressed signal to make the
button ineffective for missing projects
- Name missing projects as "Missing Project" instead of
"Unnamed Project"
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Improve the project manager UI
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This prevents most UI elements from overlapping or being cut off
as a result of the window being too small.
This closes #20669.
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This incorporates many suggestions from #31342.
This also revises the search behavior to be simpler and more efficient:
- Searching will now search in both the project name and path. A project
will be displayed if either of these match the search term.
- If the search term contains a "/", the whole path will be used to match
the search term. Otherwise, only the last path component will be used.
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Fixes buttons in ProjectManager not updating to disabled after deleting projects.
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This results in better-looking icons with less artifacts
induced by downscaling.
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Only a single checkbox is now exposed to control whether the editor
window should be dimmed when opening a popup. The main use case
for disabling it is picking colors from the editor window while
a popup is open.
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- Faster launch time by loading icons in a coroutine
- Faster sorting, filtering, fav'ing etc
- Refactored project list with a proper structured class
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If I download a template named KewlGame, we should not force the user to have to type that name in order to complete the installation process. The user can still rename it if they wish to but we should be providing a default value. This quality of life enhancement will improve the workflow for newcomers to Godot who typically attempt to install a template as their first action within the program.
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The Project Manager will now infer a project name from the
project path if the name is empty or equal to the default value.
The project name will also be capitalized automatically.
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This makes it clearer that the project manager window is busy
while it's quitting (which can take a while on slower PCs).
This also makes it feel more responsive to user input.
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Due to the high number of commits in the Godot repository,
7-character hashes were starting to become occasionally ambiguous.
In contrast, 9-character hashes are currently unambiguous for
all commits.
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Fix Segmentation fault and reduce memory consumption
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This uses the same shortcut as quitting Godot while in the editor.
This partially addresses #27251.
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