Age | Commit message (Collapse) | Author |
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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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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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Add 'Create Folder' button in Install Project dialog
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Add button in Project Manager to remove all missing projects
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This also adds the number of selected projects to the confirmation
dialog that appears before removing projects.
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Fixes #25454
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Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional.
Can be replaced by `[[fallthrough]]` if/when we switch to C++17.
The warning is now enabled by default for GCC on `extra` warnings level
(part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet,
but we could enable it manually once we switch to C++11. There's no
equivalent feature in MSVC for now.
Fixes #26135.
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Fixes #25316.
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Fixes #25268
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Fix prompt for empty project files when loaded
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Fixes #25541
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Happy new year to the wonderful Godot community!
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