Age | Commit message (Collapse) | Author |
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Fix memory leak with Gradient in Node3DEditorViewport
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Texture import 'streamed' property should be bool
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Enhance editor file dialog
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1. show valid directory path when opening editor file dialog
2. keep file name when changing path by entering path
3. add first extension in filter automatically if not given
4. remove directory in recent list if it's not valid anymore
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simple typo correction
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Use zero-indexing for physics and render layer names
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Fix crash related to reset animation
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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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The first layer is now Layer 0 instead of Layer 1, and the last
layer is now Layer 19 instead of Layer 20.
This helps reference physics and render layers from scripts since
layers start from 0 there.
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Color 3D editor frame time labels depending on the performance level
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(cherry picked from commit caa7c6a930204507ddb5cae76f84b2d1e024afc1)
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This makes it faster to add several translations.
The undo/redo messages were also tweaked to give better context.
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Fix Scrollbar range calculation error
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Add an editor setting for the 3D selection box color
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Those were missed in #44401 or added by later PRs.
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A restart is required to apply the setting change.
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Rename Math::stepify to snapped
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EditorNode::get_viewport()
Fixes #44761, was a regression from #44524.
The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport()
(which was a bug in itself, fixed by #44524), so once it was renamed the existing code
relying on it fell back to the now available Node::get_viewport().
This might bite some thirdparty modules too.
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Use a size Vector for adjusting the size of Rectangles and Boxes
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Rename Vector2.tangent() to Vector2.orthogonal()
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When zoomed in, the right and bottom edges of the resource image will be outside the viewing area.
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Rename Camera3D near and far getters and setters
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Rename EditorInterface get_editor_viewport to get_editor_main_control
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Rename unselect to deselect
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Move the brightness factor for highlighted 3D gizmos to a variable
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See
https://github.com/godotengine/godot/commit/8522ac77113c3d5239ff4c6cd74ab7b92e1ee663#r45230326.
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Fix incorrect title in Inherit dialog
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This provides easier visual grepping for each value
(CPU time, GPU time, FPS).
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Blendshapes without a skeleton already worked.
However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes.
This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
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Rename Control margin to offset
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* Support KHR_texture_transform.
* Support exporting glTF2
* Support exporting instanced scenes
* Extract into a gltf state and gltf document
* Add a tools menu for exporting gltf2
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[CTL] Fix RTL scrolling and tabs selection.
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Replace SAO with ASSAO as Godot's new SSAO
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to ensure sharp text rendering.
Use integer font align/advance with any font scaling, to ensure sharp text rendering.
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The blue accent color is now used, which matches the default editor
accent color.
It doesn't change to match the currently configured accent color
automatically, but doing so would require modifying the CheckButton
class a lot for little benefit.
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Renames:
- get_znear() -> get_near()
- set_znear() -> set_near()
- get_zfar() -> get_far()
- set_zfar() -> set_far()
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As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
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