Age | Commit message (Collapse) | Author |
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notification.
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Add Control to preferred types in Create Dialog
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Monitor
Custom monitors can be added/removed/checked using `Performance.add_custom_monitor`/`Performance.remove_custom_monitor`/`Performance.has_custom_monitor`
The value can be viewed in the `Monitor` tab of Debugger.
Text before `/` is used to categorize the custom monitor.
`EditorPerformanceProfiler` class is created to separate logic from `ScriptEditorDebugger`
User can click on the graph of monitors to read the value at that point.
Graph includes intermediate base lines.
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Remove unused interpolate camera icon
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Fix possible accidental duplication of Polygon2D start point
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Generate inspector preview for Image resources
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Make tilemap lines/rectangles their own tools
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- Document the `EditorInterface.distraction_free_mode` property.
This closes https://github.com/godotengine/godot-proposals/issues/951.
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akien-mga/canvasitemeditor-fix-dropped-scenes-position
CanvasItemEditor: Fix losing position for drag'n'dropped scenes
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Move GI to a deferred pass
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Don't use arbitrary theme editor icons for scripts with the same name
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Ensures that closure of Polygon2D in the editor takes into account
Grid Snap if enabled. Does this by comparing the polygon start with
grid snap applied to mouse click location. Note: transformation is
applied in order to deal with different editor zoom levels.
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[macOS] Control key + scroll wheel should zoom not pan
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(cherry picked from commit a84f0811606dc89fa4fb9a66fac0851bacc1fc83)
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Fix regressions in the 3D lock buttons
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The existing theme editor icon could be unintentionally set for any
global class with matching name (`Group` icon, `Group` class_name etc),
which would only show up in the "Create Dialog" context, but not the
scene tree dock.
This change prevents this behavior, and ensures that the icon can be
actually overidden by explicit icon path in `class_name`, if there's any
custom icon to begin with.
The correct built-in type's icon is fetched for child classes if there
are no custom icons detected throughout base classes as well, so it
isn't left empty for those cases.
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Optimize class icon loading
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Before this fix, all Buttons made with the default project theme
looked flat until hovered.
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`get_global_class_name` for `GDScriptLanguage` is slow because
it forces to parse an entire script each time. This patch ensures
that the icon is actually fetched from the EditorData where they
are loaded beforehand.
This change also makes the behavior consistent with the existing
`get_object_icon` method in EditorNode.
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Fix error label clicking in status bar for shader editor
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Modifies polygon auto-completion based on UV editor scale, in order
to enable finer grained control for the user. Enables selection of
points closer than the current threshold of 8 pixels.
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Draw horizontal lines and labels in the editor performance monitors
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Fixes #26549.
Supersedes #36309.
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Prevent the gizmo distance from being zero by MAX-ing it with CMP_EPSILON
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(cherry picked from commit 000db65d40ede5b8cab1ce91f604c359e66f10bb)
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Fix "Fully Axis-Locked" Freelook Navigation Scheme
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This partially addresses
https://github.com/godotengine/godot-proposals/issues/1014.
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Project Settings 'restart' message put focus on editor rather than project itself
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Left-over from 31b7f02a29cdf4f1c30cfc37962f43f67380b9ad.
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opened
Ensures that behavior when export_presets.cfg file is edited manually
while editor is running remains identical to before commit 44094b0.
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Scroll horizontally when holding Shift with Scroll to Pan enabled
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Replace the AssetLib tab icon with a less confusing design
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Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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This closes https://github.com/godotengine/godot-proposals/issues/818.
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The "Anim imported" warning gets displayed properly when working on imported anims.
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Prevent having spaces in signal's method in Connect Dialog
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Fixes: #39647
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itself
Fixes: #39613
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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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This closes https://github.com/godotengine/godot-proposals/issues/1077.
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