Age | Commit message (Collapse) | Author |
|
Add numpad emulation in 3D viewport
|
|
Allow using the 3D editor's View menu while previewing a camera
|
|
Fixes some problems introduced by #49917
* Tree used minimum size as a stretch ratio, so it forced a minimum size of 1.
* Minimum size redone, stretch ratio moved to a separate setting
* Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired.
* Added a clip content option for situations where fit to contents does not apply.
* Icon would scroll with the item, making it invislbe if the item is too long.
* Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
|
|
Minor cleanup of the "New Script" dialog
|
|
|
|
|
|
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
|
|
|
|
|
|
Also use const more often.
|
|
Clean up RenderingServer and its bindings
|
|
* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
|
|
This is already allowed when using cinematic preview, but not
when previewing a Camera3D the usual way.
Many operations from the View menu still work while previewing
a camera, such as switching between debug draw modes and toggling
information panes.
|
|
Script editor: Rename 'Clone Down' to 'Duplicate Selection'
|
|
Add keyboard shortcuts for grouping and locking nodes, change grid toggle
|
|
Add right-to-left layout support for `EditorSpinSlider`.
|
|
- Locking nodes can now be done by pressing Ctrl + L, and unlocking with
Ctrl + Shift + L.
- Grouping nodes is now done by pressing Ctrl + G, and ungrouping with
Ctrl + Shift + G (similar to Inkscape).
- Toggling the grid is now done by pressing the `#` key
(also similar to Inkscape). This change was needed as Ctrl + G
now groups selected nodes.
Different shortcuts are used for the lock/unlock and group/ungroup
actions, so that the shortcuts are idempotent.
|
|
|
|
Added r_ prefix for reference arguments that can be modified.
|
|
Deprecate ImmediateGeometry
|
|
* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
|
|
Fix editor suffixes and degrees conversion
|
|
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
|
|
Make contents of "Create Script" dialog expand with the window size
|
|
|
|
* Editor 2D viewport now uses embedded subwindows (windows no longer pop up)
* Restored the ability to disable 3D on the 2D viewport (makes 3D not display on 2D when there is a camera on the scene)
|
|
Fix "Filter Files" shortcut by merging duplicate functions
|
|
|
|
(cherry picked from commit 30bb133e01d2a1ba61fcd1b27a2ce17aa46aff3a)
|
|
NodePath properly updated in the editor in more cases when nodes are moved or renamed
|
|
Add "Suggest a Feature" to the help dialog.
|
|
Fixes #36670.
|
|
Rename `is_a_parent_of()` to `is_ancestor_of()`
|
|
EditorLog filter buttons are now enabled/on by default
|
|
|
|
|
|
Allow disabling scrolling in Tree and implement horizontal scrolling
|
|
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>
|
|
|
|
|
|
Use Ctrl + G to toggle the 3D editor grid visibility by default
|
|
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
|
|
|
|
The 2D editor grid toggle shortcut has been changed to use
`KEY_MASK_CMD` for consistency. This means it will now use Cmd
on macOS instead of Ctrl.
|
|
Fix crash with FindReplaceBar
|
|
|
|
|
|
|
|
Remove early return from gizmo intersect_ray
|
|
Remove early returns from `EditorNode3DGizmo::intersect_ray` that is preventing to have gizmos that use Mesh collision + Segment collision + Icon.
|