Age | Commit message (Collapse) | Author |
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Fix for blend shape incorrectly scaling skinned gltf mesh
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Fix incorrect grid snapping in TileSet editor with separation
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Happy new year to the wonderful Godot community!
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Fixed warning when loading a correct resource type to a property that could take more than one resource type.
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Expose the new gizmo plugin system to scripting
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Removed graph node headers from state machine nodes
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This fixes https://github.com/godotengine/godot/issues/20377 , where blend shape scales the mesh if the mesh is also skinned.
The issue was that the blend shape was trying to blend using BLEND_SHAPE_MODE_RELATIVE (directly adding everything in morph shape as displacement), while bone weights were copied in the morph shape, which resulted in 2x bone weights causing mesh to become bigger when blended.
Setting the blend mode to BLEND_SHAPE_MODE_NORMALIZED while guaranteeing the data is correct fixes the issue (previously treating gltf2's morph displacement data as blend target data). Ideally we still want to use BLEND_SHAPE_MODE_RELATIVE since it may need much less data, but that seems to require a larger refactor?
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Fix various code formatting issues and argument names.
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Fixes #24595.
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Now it's possible to connect nodes again.
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When opening projects for edition through the project manager, the
following checks are now done:
1. If the config_version is lower than the one used by the current
engine version, users are asked if they want to convert to the new
format or abort editing. Fixes #20626.
2. If the config_version is higher than the expected one (project
from a more recent and incompatible engine version), projects are
grayed out and can't be edited. Fixes #18758.
When editing from the command line, the behaviour is unchanged:
projects in situation (1) are automatically converted, while projects
in situation (2) show an error message (made more explicit).
The "Run" option from the project manager was not changed, so it will
still run (1) projects without converting them, and fail running (2)
projects.
Co-authored-by: groud <gilles.roudiere@gmail.com>
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Change LinkLabel back to Label in error status bar
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Fix small drawing error in TileSet editor
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[TileSetEditor] Hide Bitmask and Priority for ATLAS_TILE
[TileMapEditor] Hide "Disable autotile" if the selected tile isn't
autotile
Fix #22756, don't update bitmask when tilemode is ATLAS_TILE
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Its use was removed in 1039ba9ffb8588e8b0abddaa753d270979147c23.
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Fix copy/paste for TileMap
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Fix #24440
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mateusfccp/animation_editor_curve_tangent_different_color
Change color of AnimationPlayer curve to "highlight"
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This is to be consistent with Curve editor and to be less confusing
related to tangent lines color.
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It was badly named (it disables code completion, not just the delay), and also
badly implemented (not preventing the timer for running, but just preventing it
to show the autocompletion).
It could be readded with a proper name and cleaner implementation if there's an
actual need for it.
Supersedes #24407 and closes #24352.
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General fixes for the AnimationTree editor
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Fix bread crumb of AnimationTree
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Fixes this warning raised by Travis CI on macOS:
```
editor/plugins/polygon_2d_editor_plugin.cpp:95:6: warning: variable 'skeleton' is used uninitialized whenever 'if' condition is true [-Wsometimes-uninitialized]
if (!node->has_node(node->get_skeleton())) {
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
editor/plugins/polygon_2d_editor_plugin.cpp:106:7: note: uninitialized use occurs here
if (!skeleton) {
^~~~~~~~
editor/plugins/polygon_2d_editor_plugin.cpp:95:2: note: remove the 'if' if its condition is always false
if (!node->has_node(node->get_skeleton())) {
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
editor/plugins/polygon_2d_editor_plugin.cpp:94:22: note: initialize the variable 'skeleton' to silence this warning
Skeleton2D *skeleton;
^
= NULL
```
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Fix titles in graph editors being invisible when headers are enabled
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Supersedes and closes #22581.
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Fix "undo" of the state machine losing node's position
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Create built-in script properly
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Added basic support for custom resource savers and loaders
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Tweak editor status colors (success, warning, error)
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#24303: remember sorting order in the project manager
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Some of the previous colors were "overbright" in the sense that
some of their components were above 1, causing font anti-aliasing
to look bad.
These new colors should be easier on the eyes while fitting better
with the rest of the editor's color palette.
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