Age | Commit message (Collapse) | Author |
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Added extra warning to texture nodes in visual shader + fix warning appearing
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Add `AspectRatioContainer` class
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(cherry picked from commit 97e7d637e0362a2d676eaa854f0e638ecf49e347)
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Fix binding of default value in EditorSpatialGizmoPlugin::get_material()
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It was commented for some reason I can't remember.
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Co-authored-by: Ugis Brekis <ugis.brekis@productmadness.com>
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Use Vector2i instead of Vector2 for Image get_pixelv and set_pixelv
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Use a power-of-two value for Primary Grid Steps in the 3D editor
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Now that the F1 key is available, we can bind Search Help to the key
generally used in other applications to open the help menu.
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This matches the 2D editor default behavior.
Powers of two are usually better for grid divisions as they are often
used in level design.
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Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
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Update joy button and stick names, enums and documentation
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added shortcuts/hotkeys for tileset editor plugin collision buttons, …
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suggested changes.
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Fixes rotation in select mode on macOS
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Allow to open multiple projects when some are not imported or without main scene.
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scene.
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image/gif is not supported in the glTF 2.0 specification,
these files are broken. But let's be lenient...
Fixes #43638.
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Export presets contains the export_path option, to specify the default
export location, but the CLI export option disregarded that, and always
required and export path to be specified.
After this commit, if the export path is not specified in the command,
the one in the preset will be used, erroring only if it's not present or
invalid.
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Require Ctrl for switching between editors, bind F2 to Rename Node
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Debugger: Save options in project metadata
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(cherry picked from commit e95af7ae9b883151e6de1d31f94950833ae5b478)
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Fixes #19542.
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Allow folder checking in export preset file list
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Use 75% editor scale on small displays automatically
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This also makes borders always display in the editor theme,
even if the editor scale is below 100%. Otherwise, "focus" outlines
would vanish when using an editor scale below 100%,
which harms usability.
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Rename the "Delete" option in the FileSystem dock to "Move to Trash"
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Improve messages related to overriding the default editor layout
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Allow more image types in the roughness texture's Src Normal import hint
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Allow creating projects in non-empty folders with a confirmation popup
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Fix Android Export jarsigner error with *.import whitelist
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Improve output in Debugger Errors tab for scripts
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This check was there since the first commit in 2014, but a later feature added in 2018
with #17717 did not properly update the code while adding non animation-related code
in `perform_node_renames`.
Fixes #40532.
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Make Path3D handles visible and consistent with 2D.
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Resolves godotengine/godot-proposals#1246.
It is difficult to tell the difference between the handles for adjusting
curves and the points themselves when looking at a Path gizmo.
This re-uses the icons used for Path2D.
Unlike Path2D, this does not use a different icon for smooth vs sharp
points, as using a potentially different material for each point would
prevent batching the points in add_handles (and adding them out-of-order
messes up other logic based on handle indices).
This includes a public API change to allow specifying a texture for a
handle material. This allows spatial gizmo plugins to customize the way
a handle is rendered, if desired, but does not break existing behavior
(as providing no texture uses the default).
The path handle icons were resized as well. 16x16 is the standard icon
size. These icons were 10x10 rather than 16x16, and appeared rather
small in the editor.
To resize, I:
- Opened the original in Inkscape
- Resized the document to 16x16
- Opened the transform dialog
- Scaled by 160% proportionally
- Used Align/Distribute to center on the page
- Saved the document
- Cleaned with `svgcleaner --multipass`
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Add icons for the 'CanvasGroup' and 'CodeEdit' nodes
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Keep cursor relative position after move lines up/down in text editor
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* Using C-style function pointers now, InternalMethod is gone.
* This ensures much better performance in typed code.
* Renamed builtin_funcs to utility_funcs, to avoid naming confusion
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