Age | Commit message (Collapse) | Author |
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NodePath properly updated in the editor in more cases when nodes are moved or renamed
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Fix more cases of node path needing an update when nodes are renamed or
moved in the editor.
Built-in node properties:
Before, node paths were checked only for script export variables. Now
all properties are checked from the node, which includes built-in node
properties.
Allows proper node path updates for nodes like remote transform, physics
joints, etc.
Arrays and dictionaries:
Node paths nested in array and dictionary properties are now also
updated in the editor.
Also update the documentation to be clear about node path update in the
editor and at runtime.
Co-authored-by: latorril <latorril@gmail.com>
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from Multiple Selection"
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Adds command+shift+a shortcut to instance a scene
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Removes an extra separator when Scene Tree Editing is disabled. Discussed in #48518
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Fixes #48514 by moving the visibility of these buttons into their own if statement that depends on if scene tree editing is allowed. Previously it was under the script editing setting which is unexpected as it works with nodes and the scene tree.
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-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
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Rename Array.invert() to Array.reverse()
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Adds another key shortcut to instance a scene in the scentree dock. Complements ctrl+a to add a node.
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See https://github.com/godotengine/godot-proposals/issues/2433.
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Does the same internally for List and Vector<>, which includes all
PackedArray types.
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Support for duplication of nested instanced scenes
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Allow to create a node at specific position
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Node::duplicate_from_editor, which is also used by "Duplicate" function of the SceneTreeDock
- Removed Node::duplicate_and_reown method as it is not used anymore
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Remove Merge From Scene
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Yet another node copy-paste PR
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-Changed theme setting name to make more sense of what it does
-Reduced amount of minimum characters, so minimum size is smaller.
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Co-authored-by: hilfazer <az13337@gmail.com>
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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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Require Ctrl for switching between editors, bind F2 to Rename Node
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This check was there since the first commit in 2014, but a later feature added in 2018
with #17717 did not properly update the code while adding non animation-related code
in `perform_node_renames`.
Fixes #40532.
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