Age | Commit message (Collapse) | Author |
|
Trims user provided group name
|
|
Fix inserting bezier curve in Animation editor
|
|
|
|
Add option to disable loading scripts in ScriptCreateDialog
|
|
region change
|
|
|
|
|
|
Ignore the classes in the recent and favorite panels of the create dialog if they are disabled
|
|
Update file list in split view when setting main scene
|
|
|
|
Before this fix, it's easy to miss the drag handle on a HiDPI monitor.
|
|
|
|
They need to be hidden but still in tree.
|
|
Recent Nodes now respect Editor Profiles #33420
|
|
Export: Add dedicated --export-pack option to export data pack
|
|
|
|
The previous behavior relying on the provided extension was problematic
on macOS since .zip is the main extension used for the full project
export (binary + data pack).
We add a dedicated `--export-pack` command line option to define when
only the data pack should be exported. Its extension will still be
inferred from the path.
Fixes #23073.
|
|
This seems to have been left dangling during 3.0 development and was
never finished.
Hiding for now until it can be completed, otherwise we'll have to drop
it.
See #22394.
|
|
Change the 2D editor's snap to 8x8 by default
|
|
Export: Improve usability of command line interface
|
|
Minor fixes for ScriptCreateDialog
|
|
|
|
|
|
|
|
I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.
- Streamline `can_export()` templates check in all platforms, checking
first for the presence of official templates, then of any defined
custom template, and reporting on the absence of any.
Shouldn't change the actual return value much which is still true if
either release or debug is usable - we might want to change that
eventually and better validate against the requested target.
- Fix discrepancy between platforms using `custom_package/debug` and
`custom_template/debug` (resp. `release`).
All now use `custom_template`, which will break compatibility for
`export_presets.cfg` with earlier projects (but is easy to fix).
- Use `can_export()` when attempting a command line export and report
the same errors that would be shown in the editor.
- Improve error reporting after a failed export attempt, handling
missing template and invalid path more gracefully.
- Cleanup of unused stuff in EditorNode around the export workflow.
- Improve --export documentation in --help a bit.
Fixes #16949 (at least many of the misunderstandings listed there).
Fixes #18470.
|
|
Unify pack file version and magic to avoid hardcoded literals.
`version.py` now always includes `patch` even for the first release in
a new stable branch (e.g. 3.2). The public name stays without the patch
number, but `Engine.get_version_info()` already included `patch == 0`,
and we can remove some extra handling of undefined `VERSION_PATCH` this
way.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
|
|
The zoom level displayed is now relative to the editor scale.
This means that with an editor scale of 200%, the 100% zoom level
will actually be 200% as it's multiplied by the editor scale.
This prevents things from looking too small when opening a project
on an hiDPI display.
This matches the behavior found in most image editors out there.
|
|
|
|
|
|
|
|
|
|
Support GLTF2 alpha scissors.
|
|
Now that the GDScript style guide has an official recommendation,
it makes sense to enable the line length guideline by default.
|
|
|
|
Fix missing DEFVAL in some EditorSpatialGizmo methods
|
|
This was a regression from ac18665c8803916236cdf326b7b9a00951bf140d,
which changed the C++ method signature but forgot to update the method bind.
|
|
Don't use constant reference in Vector push_back, insert and append_array
|
|
Tint 3D light gizmos using the light's color
|
|
|
|
Clamps fov/size for Camera gizmo
|
|
ScriptCreateDialog: Suggested language extension now matches the selected language.
|
|
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.
|
|
language.
Fixes #34711
|
|
This makes navigation more convenient in the 3D viewport, especially
when using the unshaded display mode.
|
|
|
|
Fix wrong project opening in some situations
|
|
|
|
|
|
Checks script path before show in filesystem
|