Age | Commit message (Collapse) | Author |
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Fix sprite editor conversion tools to handle compressed textures
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-Changed theme setting name to make more sense of what it does
-Reduced amount of minimum characters, so minimum size is smaller.
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-Better margins
-Colors to delimit subresources better.
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Display loading text while the project manager is loading
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-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
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-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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Initialize class variables with default values in scene/ [2/2]
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Detect external modification of scenes
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Keep selected node visible after filter change
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Make Rect2 properties show in 2x2 layout
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(Implemented both for the local and remote scene tree docks.)
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This hints the user that the project manager is currently busy
loading the project. This is important for the HTML5 editor as the
current feedback isn't very obvious.
This also removes the unused `_exit_dialog` function.
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-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
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(cherry picked from commit 84e356d7205d5c2ddb1c8cd22e9a92a703c057a0)
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Change sort_custom/bsearch_custom to use Callables
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Make margins obey the snap option in the TextureRegion editor
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Dropping a single ZIP file in the project manager will now prompt the
import dialog.
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Fix swapped front/rear view
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Fix port previews for uniforms in visual shaders
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Check default project and autoscan directories exist on project manager startup
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3D editor grid improvements
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This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.
I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
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Use Math_TAU and deg2rad/etc in more places and optimize code
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Create the temporary PCK export directory if it doesn't exist
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Add viewport resolution to the 3D editor's View Information pane
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This closes https://github.com/godotengine/godot-proposals/issues/619.
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Simplify Script Variables Population
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Unified several visual shader nodes
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Attempt to connect to first correct port on dragging in visual shader
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Modernize Thread
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This closes #45560.
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Disable active editors when node gets deselected
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Remove unused get_subeditor() method
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- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
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http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
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