Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-04-03 | Merge pull request #59633 from EricEzaM/better-code-complete-update | Rémi Verschelde | |
Improve sorting of Code Completion options. | |||
2022-04-01 | Improve sorting of Code Completion options. | Eric M | |
Done by ordering options by their location in the code - e.g. local, parent class, global, etc. | |||
2022-04-01 | Merge pull request #59764 from reduz/blender-import-autodetect | Rémi Verschelde | |
2022-04-01 | Add Blender install autodetection and configuration. | reduz | |
This PR is a continuation to #54886 * Changed Blender path editor setting from binary to installation. * Add a class to query whether the format is supported. * This class allows to create proper editors to configure support. **NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com> Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com> | |||
2022-04-01 | Extract theme property names for localization | Haoyu Qiu | |
2022-03-31 | Fix name of the created static trimesh body | kobewi | |
2022-03-31 | Clip animation track keyframe rects | Haoyu Qiu | |
2022-03-30 | Merge pull request #58395 from Geometror/editor-node-data-cleanup | Rémi Verschelde | |
2022-03-30 | Cleanup EditorNode and EditorData | Hendrik Brucker | |
Co-authored-by: Eric M <itsjusteza@gmail.com> | |||
2022-03-30 | Strip feature tag manually when extracting property paths | Haoyu Qiu | |
2022-03-30 | Add more patterns for property path extraction | Haoyu Qiu | |
2022-03-30 | Add PortableCompressedTexture | reduz | |
* Resource that allows saving textures embedded in scenes or standalone. * Supports only formats that are portable: Lossy, Lossles or BasisUniversal This is something I wanted to add for a long time. I made it now because @fire requires it for importing GLTF2 files with embedded textures, but also this will allow saving Godot scenes as standalone binary files that will run in all platforms (because textures will load everywhere). This is ideal when you want to distribute individual standalone assets online in games that can be built from Godot scenes. | |||
2022-03-30 | Merge pull request #59659 from fountainment/fix_callable_bind_usage | Rémi Verschelde | |
Fix Callable::bind usage in connections_dialog.h and packed_scene.cpp | |||
2022-03-30 | Merge pull request #59677 from fire-forge/debugger-capitalize | Rémi Verschelde | |
Process monitor and profiler item names in the Debugger | |||
2022-03-29 | Merge pull request #59679 from marstaik/upstream_fix_init | Rémi Verschelde | |
Fix lack of ProjectManager nullptr initializations | |||
2022-03-29 | Fix lack of ProjectManager nullptr initializations | Marios Staikopoulos | |
Initialize all pointers to nullptr, fixes a crash with asset_library caused by uninitialized memory. | |||
2022-03-29 | Capitalize names in the debugger | FireForge | |
2022-03-29 | Merge pull request #59558 from V-Sekai/primitive-indicies | Rémi Verschelde | |
2022-03-29 | Merge pull request #59496 from KoBeWi/inspector_teleport | Rémi Verschelde | |
2022-03-29 | Simplify FBX importer project settings registering | Haoyu Qiu | |
2022-03-29 | Merge pull request #59374 from timothyqiu/extract-refactor-master | Rémi Verschelde | |
Refactor editor `extract.py` | |||
2022-03-29 | Remove `SHADOW_ATTENUATION` spatial light shader built-in | Yuri Roubinsky | |
2022-03-29 | Fix Callable::bind usage in connections_dialog.h and packed_scene.cpp | C.Even | |
* Callable::bind takes an array of pointers to Variant * Fixes #57057 | |||
2022-03-29 | i18n: Sync editor translation template after #59349 | Rémi Verschelde | |
(cherry picked from commit 15dc747de8e895c4ac3212cd564266fb31a5d613) | |||
2022-03-29 | i18n: Sync editor translations with Weblate | Rémi Verschelde | |
(cherry picked from commit 0db753ef54a305c32bbf9511ec7de5f1ba1c4c3c) | |||
2022-03-29 | Merge pull request #58160 from m4gr3d/android_editor | Rémi Verschelde | |
2022-03-28 | Android port of the Godot Editor | Fredy Huya-Kouadio | |
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices. UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback. Co-authored-by: thebestnom <shoval.arad@gmail.com> | |||
2022-03-28 | Merge pull request #59619 from Chaosus/vs_input_desc | Rémi Verschelde | |
2022-03-28 | Fix inspector group name capitalization | FireForge | |
2022-03-28 | Add refs to shading language to the desciption of input nodes in vshader | Yuri Roubinsky | |
2022-03-28 | Merge pull request #59426 from timothyqiu/name-style-master | Rémi Verschelde | |
2022-03-28 | Merge pull request #59553 from reduz/script-extension-support | Rémi Verschelde | |
2022-03-28 | Add property name style toggle to Inspector | Haoyu Qiu | |
2022-03-28 | Merge pull request #59565 from SirQuartz/master | Rémi Verschelde | |
2022-03-28 | Merge pull request #59453 from DanielKriz/master | Rémi Verschelde | |
2022-03-28 | Hide "Normal Map" import option when using lossless compression on Texture | Nicholas Huelin | |
This pull request resolves an issue where images being imported with lossless compression allowed you to select a normal map, but the normal map only applies if you're using VRAM compression. Thereby making it redundant to appear when using lossless compression. This pull request hides the normal map option when lossless compression is selected. Resolves: #59435 | |||
2022-03-28 | Merge pull request #59614 from timothyqiu/debug-colors-master | Rémi Verschelde | |
2022-03-28 | Merge pull request #59574 from Sauermann/proposal-rename-warp-mouse | Rémi Verschelde | |
Rename warp mouse functions to warp_mouse | |||
2022-03-28 | Update SceneTree debug colors when settings changed | Haoyu Qiu | |
2022-03-28 | Merge pull request #59603 from YeldhamDev/meta_regression_fix | Rémi Verschelde | |
Fix "Script Create" dialog errors with metadata | |||
2022-03-28 | Merge pull request #59599 from YeldhamDev/node_picking_lawyer | Rémi Verschelde | |
Fix errors when locking nodes | |||
2022-03-27 | Fix "Script Create" dialog errors with metadata | Michael Alexsander | |
2022-03-27 | Fix errors when locking nodes | Michael Alexsander | |
2022-03-27 | Add GDExtension support to Script | reduz | |
* Ability to create script languages from GDExtension * Some additions to gdnative_extension.h to make this happen * Moved the GDExtension binder to core This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x. Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again). | |||
2022-03-27 | Rename warp mouse functions to warp_mouse | Markus Sauermann | |
2022-03-27 | Merge pull request #59442 from Vitika9/52287 | Rémi Verschelde | |
2022-03-27 | Merge pull request #59546 from timothyqiu/ssl-restart | Rémi Verschelde | |
Mark "Editor SSL Certificates" setting as require restart | |||
2022-03-27 | Made reload current project ask for confirmation with unsaved changes | Vitika9 | |
2022-03-27 | Fix project manager window size not applying display scale correctly | floppyhammer | |
2022-03-27 | Mark Editor SSL Certificates setting as require restart | Haoyu Qiu | |