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KoBeWi/update_minimum_size_changed_to_update_minimum_size
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jmb462/fix-bad-popup-offset-with-single-window-off
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Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com>
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
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Calinou/editor-voxelgi-gpuparticlescollisionsdf-use-info-tooltips
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The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
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This fixes the issue with labels being cut off (or becoming too long
when not clipped).
This also adds a mention of the individual cell size,
which is useful information to have when trying to avoid light leaking
or particle collision tunneling.
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Note: This PR also changes the port of the GDScript Language Server from 6008 to 6005. This opens enough ports above the debug port (6007) for this change to be useful.
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Disable base type changing when no type is selected in the theme editor
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Co-authored-by: Josh DeGraw <joshmdegraw@gmail.com>
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Add bitwise operators to `VisualShaderNodeIntOp`
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Some cleanup with Vector3(i)'s methods so that it is consistent with Vector2, for example it returns enums internally (GDScript still gets ints).
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Automatically add root node when drag-and-dropping in 3D editor
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Remove `default_env.tres` from generating in new projects
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Skip `script` property in remote object property list
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Fixed gizmo bug when `Skeleton3DEditor` is re-generated
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This also uses correct capitalization scheme for 3D meshes that are
drag-and-dropped, like in the 2D editor.
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