Age | Commit message (Collapse) | Author |
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Fix random placement behaviour in new TileMap Editor
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Fix sorting issue in Project Manager.
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Prevents recursion when importing files due to the ill nature of EditorProgress.
The progress dialog will have to be entirely rewritten after 4.0 is out due to it being a constant source of bugs.
In the meantime, this fixes the problem.
Fixes #53871. Supersedes #73159.
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Fix bugs if 2 selections were on same line.
Fix bugs when selection ended at new line.
Make carets stay in place after operation and on undo.
Affects: delete lines, move lines, toggle comments, bookmarks and breakpoints.
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Previous pr: #46435
Fixes: #45969
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* glTF
* LODs (plural form of LOD)
* Skeleton modification algorithms: CCDIK and FABRIK
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Clean up ProjectConverter3To4 architecture, move renames map to separate file
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Fix mesh library remove selected item menu option
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Support signals and callables in exposed dictionaries
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Improve EditorHelp theming and make font size settings work
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Fixes #45969.
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- Migrates the existing cache to the standard theme cache struct
- Moves some parts of the codebase to use cache instead of ad-hoc fetching
- Adds hooks to editor settings previously missing from theme regeneration
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Avoid cleaning up editor plugins when property list changes
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Remove WARNING "ray: index" for debug from SkeletonEditor
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Fix weird bezier edit button update timing in AnimationTrackEditor
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Also removes a usability hack from the Theme editor, as it doesn't work anymore,
and it confuses the Inspector.
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Check for CanvasItem instead of Control and Node2D
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ColorPicker now supports color constants.
Modify code comments.
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Fix a bug where scattering could be set to e.g. 0.9 but a tile would still always be placed, as the check rand > 0.9 would be run on every mouse movement until it was successful.
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hcoura/res-importer-gen-physics-mesh-only-when-needed
Fix SceneImportSettings perf issues
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MarioLiebisch/fix-animationplayer-calltrack-strings
Properly stringify args for Call Method Tracks
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ProjectManager: Also set `gl_compatibility` for mobile override
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New icons for ParallaxBackground & ParallaxLayer
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It's a bit hacky as the choice mainly impacts the main setting, but there are
pre-existing overrides which supersede it. We should treat this checkbox as
the highest allowed rendering method, and replace the ones which would be
higher end (here replace `mobile` with the chosen `gl_compatibility`).
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Emit reimport signal in reimport_file_with_custom_parameters method
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Fix error spam when deselecting TileMap
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Fix TileMap patterns creation
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This allows properly limiting what features depend on the RegEx module
(doing the actual conversion) and what features only require the renames
data (GDScript suggestions).
Also better excludes the conversion command line options when actually
disabling deprecated code.
Fixes #73029.
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method to fix resources not updating when reimported from the
advanced import menu.
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Fix internal editor not updating when using external editor via LSP
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Bind `EditorExportPlugin::_get_export_features`
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Separate property translation from editor translation, move sources to separate godot-editor-l10n repo
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Some code simplifications
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- Remove WIP translation templates, moved to godot-editor-l10n which
will be the source and target for Weblate contributions.
* https://github.com/godotengine/godot-editor-l10n
- Re-add translations with a high completion ratio, stripped of the
untranslated and fuzzy strings, and of the location and translator
comments, to keep the size lower.
* Threshold editor interface: 20% complete.
* Threshold properties: 20% complete.
* Threshold classes: 10% complete.
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1. `number_width` isn't used later
2. `return_type` is used only once
3. AudioServer::get_singleton()->get_channel_count() always returns a channel_count of 1 or larger
4. negative `aa->backward` conditional
5. `current_canvas` == `find_world_2d()->get_canvas()`
6. identical if `render_shadows`
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- Separate editor interface and property translations.
- Add property translation in TranslationServer.
- The split and merge of the POT/PO/Makefiles and extract scripts is done
directly in godot-editor-l10n, the files will be removed in the next commit.
- Remove the hardcoded "to_include" lists from the SCsub, we'll only commit the
files which are ready to inclue.
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Pace debugger draw requests
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