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2021-08-20Implement Extension Loaderreduz
* Extensions are now scanned and loaded on demand. * Extensions found are cached into a file that is used to load them (which is also exported). * Editor will ask to restart when an extension requires core functionality. * Editor will attempt to load extensions always before importing or loading scenes. This ensures extensions can register the relevant types.
2021-08-19Merge pull request #51583 from nekomatata/capsule-height-radius-settersRémi Verschelde
Fix capsule height/radius setters with linked properties
2021-08-19Fix capsule height/radius setters with linked propertiesPouleyKetchoupp
Capsule height and radius setters can modify each other, rather than using clamping, to avoid cases where values are not set correctly when loading a scene (depending on the order of properties). Inspector undo/redo: Added the possibility to link properties together in the editor, so they can be undone together, for cases where a property can modify another one. Gizmo undo/redo: Capsule handles pass both radius and height values so they can be undone together.
2021-08-19Avoid a crash when an node of the AnimationTree is invalidfabriceci
2021-08-19Merge pull request #48560 from SaracenOne/collada_semantic_fix_4_0Rémi Verschelde
2021-08-19Merge pull request #51703 from YeldhamDev/compal_tweaksRémi Verschelde
Minor tweaks/fixes for the Command Palette
2021-08-18Merge pull request #50411 from Chaosus/vs_filterRémi Verschelde
Added port type content filter on port dragging in visual shader
2021-08-18Merge pull request #51627 from mhilbrunner/todo-for-neikeqRémi Verschelde
2021-08-18Added port type content filter on port dragging in visual shaderYuri Roubinsky
2021-08-18Fix visual shader keyword colourPaulb23
2021-08-18Minor tweaks/fixes for the Command PaletteMichael Alexsander
2021-08-18Merge pull request #50752 from Phischermen/indeterminate_checkmark_apiRémi Verschelde
Added icons and API for indeterminate checkmarks for the Tree class.
2021-08-18Fix missing and incorrectly named visual shader texture uniform iconsHugo Locurcio
2021-08-17Fixes to tests for Variant and Geometry3DAaron Franke
2021-08-17Merge pull request #51729 from yjh0502/ext-reload-masterRémi Verschelde
Auto-reload scripts with external editor
2021-08-17Remove underscore hacksMax Hilbrunner
Way less cruft. :) Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-17Improve Undo/Redo menu itemsHaoyu Qiu
* Make Undo/Redo menu items disabled when clicking it does nothing. * Context menu of `TextEdit` * Context menu of `LineEdit` * Editor's Scene menu * Script editor's Edit menu and context menu (for Script and Text) * Make editor undo/redo log messages translatable. * Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`. * Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
2021-08-17Auto-reload scripts with external editorJihyun Yu
2021-08-17Merge pull request #51758 from ThreeRhinosInAnElephantCostume/fix51725Rémi Verschelde
Fixed node not renaming when clicking elsewhere on the scene tree
2021-08-17Merge pull request #51761 from RevoluPowered/fix-undefined-behaviour-editor-gridRémi Verschelde
Fix editor grid perspective undefined behaviour
2021-08-17Merge pull request #51755 from jmb462/fix-carret-not-following-debuggerRémi Verschelde
Fix caret not following while debugging (Fix #51754)
2021-08-17Merge pull request #51651 from pycbouh/editor-merge-custom-themeRémi Verschelde
Add support for partial custom editor themes
2021-08-17Merge pull request #51647 from pycbouh/editor-dont-use-invalid-styleboxesRémi Verschelde
Make sure stylebox is valid in `EditorSpinSlider` before using it
2021-08-17fixed the node not renaming when clicking elsewhere on the scene tree.developer
2021-08-17Fix editor grid perspective undefined behaviourGordon MacPherson
Initialise the enum value
2021-08-16Fix carret not following while debugging (Fix #51754)jmb462
2021-08-16Added icons and API for indeterminate checkmarks for the Tree class.Kevin Fischer
2021-08-16Merge pull request #51698 from Paulb23/text-editor-settingsRémi Verschelde
Reorganise text editor settings
2021-08-16Merge pull request #51733 from timothyqiu/resource-menu-itemRémi Verschelde
Disable "Edit Resource from Clipboard" when nothing in clipboard
2021-08-16Merge pull request #51736 from JFonS/minor_fixes_n3epRémi Verschelde
Minor fixes to Node3DEditorPlugin
2021-08-16Reorganise text editor settingsPaulb23
2021-08-16Disable "Edit Resource from Clipboard" menu item when nothing in clipboardHaoyu Qiu
To be consistent with other menu items.
2021-08-16Merge pull request #51368 from ↵Rémi Verschelde
TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED New and improved IK system for Skeleton3D - Squashed!
2021-08-16Minor fixes to Node3DEditorPluginjfons
* Change EditorNode3D::update_all_gizmos() to start at the edited scene root instead of the whole editor root. * Call update_all_gizmos() only once at start instead of evrey time a gizmo plugin is added. * Add missing null check.
2021-08-16Merge pull request #50181 from ↵Rémi Verschelde
Calinou/gpu-particles-improve-visibility-generation Improve visibility rect/AABB generation usability in GPUParticles
2021-08-16Merge pull request #51704 from Calinou/editor-icons-add-expressionRémi Verschelde
Add editor icons for VisualScript and VisualShader expression resources
2021-08-16Merge pull request #51702 from Calinou/port-visual-shader-iconsRémi Verschelde
Port visual shader node icons from Godot 2.1.x
2021-08-16Merge pull request #51701 from theoway/updates_node_arranger_iconRémi Verschelde
Changes the icon of node arranger in GraphEdit & editor
2021-08-16Merge pull request #51030 from ↵Rémi Verschelde
kleonc/sprite_frames-preserve-src-atlas_texture-margins SpriteFramesEditor: preserve source texture margins when creating frames from AtlasTexture
2021-08-16Changes the icon of node arranger in GraphEdit/VisualScript/VisualShaderUmang Kalra
2021-08-16Improve visibility rect/AABB generation usability in GPUParticlesHugo Locurcio
- Don't display the time dialog if the automatically calculated generation time is short enough. - Clarify the purpose of waiting in the progress dialog.
2021-08-16Add editor icons for VisualScript and VisualShader expression resourcesHugo Locurcio
2021-08-16Port visual shader node icons from Godot 2.1.xHugo Locurcio
2021-08-15Merge pull request #51512 from Bhu1-V/PR/cmd-fixRémi Verschelde
command palette improvements
2021-08-15command palette improvementsBhuvan Vemula
2021-08-14Improve the animation bezier editorHugo Locurcio
- Allow snapping bezier handles to the timeline. - Allow precise snapping when holding Shift for keyframes and handles. - Previously, it was only allowed for seeking the timeline. - This change also impacts the animation track editor, not just the bezier editor. - Invert the Ctrl + mouse wheel behavior to match the zoom direction in the animation track editor. - Increase the line spacing between the "Time:" and "Value:" texts to improve readability. - Tweak box selection styling to match the animation track editor. - Adjust line widths for hiDPI displays.
2021-08-14New and improved IK system for Skeleton3DTwistedTwigleg
This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2021-08-14Merge pull request #51669 from KoBeWi/nextnextnextnextnextRémi Verschelde
Fix double Next Editor Tab
2021-08-14Merge pull request #51657 from timothyqiu/view-nameRémi Verschelde
Fix i18n of 3D view name
2021-08-14Fix double Next Editor Tabkobewi