Age | Commit message (Collapse) | Author |
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Remember tile source sort between sessions
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Fix the flickering of the line gutter icon when saving
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Fix the file newer dialog that keeps popping up
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akien-mga/editorspinslider-fix-grabber-action-area
EditorSpinSlider: Make sure grabber doesn't get hidden during grabbing
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The focus is switching back and forth between the popup dialog and
the editor window, causing an infinite loop.
Fix #65824.
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fix error dialog from appearing after loading material res
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Separate TextShaderEditor and ShaderEditorPlugin into different files
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Remember scripts panel's visibility state
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Rename Copy/Paste Property –> Copy/Paste Value
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Fixed shader editor not allowing open files when there is no files already open
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TileMap mouse right can delete autotile
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Right-click to erase TileSet terrains and bugfixes
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ci: add Python static analysis check via mypy
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Fixes #63544.
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Using codespell 2.3-dev from current git.
And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
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Project converter: JSON.print -> JSON.stringify
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gotnospirit/master-project_converter-os-get_datetime
Project converter: OS.get_datetime -> Time.get_datetime_dict_from_system
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Fix wrong docs opening in script override gutter
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Fix typos - "collison" -> "collision"
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akien-mga/animation-workaround-disable-onion-skinning
Animation editor: Disable onion skinning temporarily due to rendering bug
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Rename Indent Left/Right options in the Script Editor to Indent/Unindent
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Works around #53870.
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Clean up canvas light shader API.
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Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
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Part of #66537.
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Prevent docks to be reset to first tab when switching dock visibility
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(cherry picked from commit 7ee90a080f88d7f5786b25cc829da65b5c33faa7)
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Fix mouse release leaving dock area
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Fix project run/stop buttons disappearing in the editor
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Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
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Add ability to open multiple scenes in the Dependency Editor
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