Age | Commit message (Collapse) | Author |
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Was renamed to `ensure_control_visible`
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Allow negative contrast values in the editor theme settings
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Refactor Create Theme menu in Theme Editor
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Fix EditorPropertyResource focus outline being drawn behind the preview
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Add shortcuts for New Scene and New Inherited Scene actions
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- Tweak the dialog messages to be more informative.
- The "Saved N modified resources" dialog is not a warning per se,
so make it more explicit.
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These default to Ctrl + N and Ctrl + Shift + N respectively.
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TileSet and TileMap rework (squashed)
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- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
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The custom editor theme is only visible after restarting the editor.
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When using a negative contrast value, the base color will be lightened
to create the derivative colors instead of being darkened.
This can lead to better-looking themes, especially for light themes.
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Adds command+shift+a shortcut to instance a scene
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Remove extra separator in scenetree dock menu
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Highlight control flow keywords with a different color
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Improve ActionMapEditor
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Made Editor Log buttons save their state, per project.
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This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`
The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.
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Removes an extra separator when Scene Tree Editing is disabled. Discussed in #48518
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Fixes #48514 by moving the visibility of these buttons into their own if statement that depends on if scene tree editing is allowed. Previously it was under the script editing setting which is unexpected as it works with nodes and the scene tree.
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Improve the editor theme
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Blocking updating in SceneTreeEditor when an item was selected
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Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscores
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This makes it possible for external editors to pick up the changes.
Most modern editors should reload the file automatically,
but some older/lightweight editors may ask the user instead
(or only warn after trying to save in the external editor).
This closes #41283.
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This makes them easier to distinguish from other keywords.
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- CheckBox replaced with CheckButton.
- Removed unnecessary code.
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Improve the editor audio preview inspector appearance and functionality
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Fix 3D scene preview generation.
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Fixed issues with Editor Log after recent changes
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File system dock previews will now be generated for 3D scenes when no
editor feature profile is set.
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Fixed #48446, Fixed #48443
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Rename `doubleclick` to `double_click`
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Make it possible to copy the Godot version identifier by clicking it
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Allow to hook a callback into inspector's undo/redo
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Added method to create a new line in RichTextLabel without adding an ItemNewline to the previous line. Previously, removing a line then adding a newline was adding unnecessary ItemNewline instances to the previous line, significantly the remove_line method.
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Added message type filters.
Added ability to search.
Added ability to collapse multiple duplicate messages into one line.
Updated layout to allow for more vertical space in log text area.
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Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:
* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
- Added padding between atlas elements, avoids bleeding.
- Remove old SDF generation code.
- Fix baked attenuation for Omni/Spot lights.
- Fix baking of material properties onto UV2 (wireframe was
wrongly used before).
- Disable statically baked lights for objects that have a
lightmap texture to avoid applying the same light twice.
- Fix lightmap pairing in RendererSceneCull.
- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
- Port autoexposure fix for OIDN from 3.x.
- Save debug textures as EXR when using floating point format.
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TileMapEditor Modulate autotile previews
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