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2021-06-09Fix out of sync separate distraction-free modedaniel-mcclintock
2021-06-07Merge pull request #49337 from Chaosus/vs_texture_funcRémi Verschelde
Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
2021-06-07Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky
2021-06-06Don't save built-in script when adding methodkobewi
2021-06-06Merge pull request #49325 from reduz/rename-gi-classesRémi Verschelde
Rename GI Classes
2021-06-05New and improved IK system for Skeleton2DTwistedTwigleg
This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05Merge pull request #39202 from Calinou/editor-import-invert-green-channelRémi Verschelde
Replace "Invert" import option with more useful "Normal Map Invert Y"
2021-06-05Merge pull request #45364 from madmiraal/rename-quatRémi Verschelde
Rename Quat to Quaternion
2021-06-04KinematicBody split between new CharacterBody and PhysicsBodyPouleyKetchoupp
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-04Replace "Invert" import option with more useful "Normal Map Invert Y"Hugo Locurcio
This can be used to invert a normal map's direction. The "Invert" import option is no longer useful in Godot 4.0 since it uses height maps instead of depth maps in StandardMaterial3D. This closes https://github.com/godotengine/godot-proposals/issues/785.
2021-06-04Merge pull request #49297 from aaronfranke/anim-type-tr3dRémi Verschelde
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D
2021-06-04Merge pull request #48902 from pycbouh/editor-improve-template-downloaderRémi Verschelde
Improve the UI/UX of the Export Template Manager dialog
2021-06-04Merge pull request #44198 from madmiraal/rename-translation-positionRémi Verschelde
Rename Node3D's property translation to position
2021-06-04Merge pull request #47336 from Calinou/rename-shader-file-extensionRémi Verschelde
Rename the `.shader` file extension to `.gdshader`
2021-06-04Rename Node3D's property translation to positionMarcel Admiraal
2021-06-04Merge pull request #47871 from aaronfranke/assetlib-pmRémi Verschelde
Rename tabs in the project manager
2021-06-04Merge pull request #49300 from aaronfranke/editor-prop-tr3dRémi Verschelde
Rename EditorPropertyTransform to EditorPropertyTransform3D
2021-06-03Rename EditorPropertyTransform to EditorPropertyTransform3DAaron Franke
2021-06-03Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3DAaron Franke
2021-06-03Rename tabs in the project managerAaron Franke
2021-06-03Flip 2D icon to match Godot's handednessAaron Franke
2021-06-03Merge pull request #38430 from aaronfranke/transform3dRémi Verschelde
2021-06-03Improve the UI/UX of the Export Template Manager dialogYuri Sizov
2021-06-03Replace get_settings_dir with get_config_dir when fetching configuration pathsYuri Sizov
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-06-03Merge pull request #49271 from Chaosus/vs_fix_error_label_themeRémi Verschelde
Fix changing theme coloring for error label in VisualShader editor
2021-06-03Fix changing theme coloring for error label in VisualShader editorYuri Roubinsky
2021-06-03Merge pull request #44259 from gongpha/new-gradient-iconRémi Verschelde
New icons for Gradient and GradientTexture resources
2021-06-03Merge pull request #49263 from Calinou/add-occluder3d-editor-iconsRémi Verschelde
Add editor icons for Occluder3D and OccluderInstance3D
2021-06-03Add editor icons for Occluder3D and OccluderInstance3DHugo Locurcio
2021-06-03Improve radio checkboxes in the default editor themeHugo Locurcio
2021-06-02Use bold fonts in editorreduz
* Labels are now bold * Categories in trees are bold * Main editor buttons are bold * Fixed section folding arrows in inspector
2021-06-02i18n: Sync translations with WeblateRémi Verschelde
(cherry picked from commit 0446cf487fab518858af136f81e963df12b5d05e)
2021-06-01Merge pull request #45393 from Paulb23/code_edit_autocompleteRémi Verschelde
2021-06-01Move and expose Code Hint in CodeEditPaulb23
2021-06-01Move and expose AutoComplete in CodeEditPaulb23
2021-06-01Add comment and string tracking to CodeEditPaulb23
2021-06-01TextureRegionEditor Fix not updating on editing region with autoslice cachedkleonc
2021-06-01Merge pull request #48770 from ↵Rémi Verschelde
LightningAA/scrollcontainer-ensure-item-visible-4.0 ScrollContainer: Expose `_ensure_focused_visible` to the scripting API and rename it to `ensure_control_visible`
2021-05-31ScrollContainer: Expose `_ensure_focused_visible` to the APILightning_A
Was renamed to `ensure_control_visible`
2021-05-31Improve the layout and texts of the Editor Feature Profiles dialogYuri Sizov
2021-05-31Merge pull request #49223 from timothyqiu/plugin-config-desc-wrapRémi Verschelde
Wrap description TextEdit of plugin config dialog
2021-05-31Merge pull request #49132 from Calinou/editor-syntax-themes-rename-defaultRémi Verschelde
Rename the bundled text editor themes for consistency with themes
2021-05-31Rename the bundled text editor themes for consistency with themesHugo Locurcio
The Adaptive text editor theme is the default, and has therefore been renamed Default for consistency with the Default theme preset. It keeps its automatic dark/light switch status. The Default text editor theme was actually a legacy Godot 2-style theme, so it has been renamed to Godot 2 to match the theme preset. Its background color has been changed to be a constant opaque color, since the new editor theme made the theme look less good on a translucent background. The previous background color on light theme also lacked contrast.
2021-05-31Wrap description TextEdit of plugin config dialogHaoyu Qiu
2021-05-31Merge pull request #49178 from YeldhamDev/remove_dim_optionRémi Verschelde
2021-05-31Merge pull request #49157 from Chaosus/vs_billboardRémi Verschelde
Added Billboard Node to Visual Shaders