Age | Commit message (Collapse) | Author |
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Do not change scene on save when debugging
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Add the ability to reorder array elements from the inspector
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Misc cleanup of header includes
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Add the ability to preview viewports from the inspector
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Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
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Neither name is a perfect match but `Curve3Texture` looked too similar to
`CurveTexture` and `Curve3D`, which made things confusing when picking a
texture type or browsing the API reference.
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Add header theme type variations to labels
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Fix casing of the "to" stop word in editor strings
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Implement the ability to disable classes
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This also fixes a C# documentation example that had one of its
strings incorrectly converted.
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* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
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(cherry picked from commit 1c840a31a54de77e1a1b0c107a2fd8d8b09df755)
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Improvements to Label's layout options
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Automatically display the installer after downloading an asset
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Merge similar editor strings
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Set minimum size for "Version Control" diff bottom panel
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Also includes a minor refactor of TextureEditorPlugin.
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Options to clean/simplify convex hull generated from mesh
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Auto-set a first compatible uniform on dragging to create a UniformRef (VisualShaders)
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Fixes for multi-node editing interactions.
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Add both preview sun and sky at the same time when holding Shift
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This generally looks better when adding more nodes to the scene
in the future.
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- To make things easier to follow, display the asset name in
confirmation dialogs.
- Display the number of conflicting files in the asset extraction dialog.
This reduces the number of clicks required to install an asset.
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Tweak the ORMMaterial3D editor icon to follow the Godot design guidelines
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Add an editor icon for the ImmediateMesh resource
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- Add 1-5 shortcuts to zoom between 100% and 1600% quickly
(similar to GIMP).
- When holding down Alt, go through integer zoom values if above 100%
or fractional zoom values with integer denominators if below 100%
(50%, ~33.3%, 25%, …).
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Allows to see version diffs without having to expand the bottom panel
manually when clicking on a changed file in the "Commit" dock.
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- Update the disabled status when changing an export path.
- Display a tooltip that states why the button is disabled.
- Update the Export All dialog message to have a more friendly tone.
- Suffix button texts with "...", as they display another dialog
when clicked.
This closes #33293.
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This PR implements range iterators in the base containers (Vector, Map, List, Pair Set).
Given several of these data structures will be replaced by more efficient versions, having a common iterator API will make this simpler.
Iterating can be done as follows (examples):
```C++
//Vector<String>
for(const String& I: vector) {
}
//List<String>
for(const String& I: list) {
}
//Map<String,int>
for(const KeyValue<String,int>&I : map) {
print_line("key: "+I.key+" value: "+itos(I.value));
}
//if intending to write the elements, reference can be used
//Map<String,int>
for(KeyValue<String,int>& I: map) {
I.value = 25;
//this will fail because key is always const
//I.key = "hello"
}
```
The containers are (for now) not STL compatible, since this would mean changing how they work internally (STL uses a special head/tail allocation for end(), while Godot Map/Set/List do not).
The idea is to change the Godot versions to be more compatible with STL, but this will happen after conversion to new iterators have taken place.
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Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
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This makes setting up scenes for prototyping faster.
A tooltip was added to let people know about this feature.
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Add a root Node3D automatically if absent when adding preview sun and sky
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Use the Unicode multiplication symbol for the viewport size display
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This makes for a smoother prototyping process compared to displaying
an error message.
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Fix warning message spam when a VoxelGI node is selected in the editor
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Support for anisotropy in VoxelGI was removed during its development
due to the high cost. This was a leftover from anisotropy support.
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