Age | Commit message (Collapse) | Author |
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unused code
- Skin groups now merge more cleanly together
- Skins whose highest nodes are siblings of another skin now get merged also
- Skin nodes who have children of another skin now also fuse together
- Removed the re-rooting of IBM code, as it is no longer needed with the Skin system
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1: Depth draw mode set for transparent materials (iFire)
2: Skeletons
- Bone names now unique and seperate from scene names
- Due to mixture of fake joints and joints, new bone sanitizing for names added
- Fixed an issue where some disjoint skins were not being joined due to a logic error
- Deterministic and Depth-first bone creation order
3: Skins
- Removed duplicate skins when possible
4: Animations
- Fixed invalid morph target names
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- Use "B" insted of "Bytes" to be more compact
- Use suffixes that denote a binary prefix
- Make suffixes localizable
This removes the need for the custom
`EditorNetworkProfiler:_format_bandwidth()` method.
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sparkart/revert-30833-fix_inspector_clear_remote_node
Revert "Fix Clearing Inspector for Remote Node"
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Add network profiler
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Load scene if needed when editing recent built-in script
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Fixes #31966
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Some improvements for Switch node in visual shaders
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Add CSV import without translation.
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Fixed order of parameters when updating resource cache file
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Add copyright headers to VCS integration
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When deselecting a node, the inspector would show the name of the last thing selected.
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Adds skip-breakpoints feature
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Improve sorting options in the asset library
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Improve the node deletion confirmation message
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VCS integration for Godot Editor
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The confirmation message now displays the number of nodes to delete,
or the node's name if only one node is selected.
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The VCS interface can be thought of like a proxy system, where any call
to the API is redirected to the actual implementation of the VCS API
which may be existing in the form of a GDNative plugin which is marked
as a singleton and is not marked reloadable. If the implementation
doesn't exist in the file system, it only returns the default responses which contain
mostly empty containers of the data type that every API call returns.
EditorVCSInterface is used like a Godot object with a script attached to it. The script
is the implementation of the API and the object is the interface to the
script, which returns default responses if the script doesn't exist or
if the script doesn't define a function that handles that particular API call.
The entire system has been implemented using Object::call() and its
ability to switch to the script instance to handle the API call if the
script exists. Look for VersionControlEditorPlugin::_initialize() for
the essential API setup.
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Provides the editor with all the VCS GUI and extracts the data from the
upcoming VCS API to cater to the project with VCS interaction.
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The reverse sorting options are now integrated in the list of
sorting options, making the "Reverse" button unnecessary.
This pattern tends to be easier to discover by users.
The "Downloads" sorting option was also removed as it's not
implemented in the backend.
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Add scrollwheel input to spin slider
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Add an `editor_description` property to Node for documentation purposes
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Persist ColorPicker color mode
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Animation Bezier Editor - fixed vertical zoom around mouse
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Animation Bezier Editor: Extended zoom in and zoom out limits and fixed guide lines to accomodate sub unit steps and steps other than powers of 5
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Expose current path function to EditorPlugin
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Fixed vertical zoom so it zooms around the mouse cursor not around the center of the window.
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The icon was redrawn to snap to a 16x16 grid, with a lower number
of SVG nodes in the process.
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Implement precise snapping in the animation editor
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Implement snapping in the Curve editor
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Refresh the asset library only once on startup
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This avoids unnecessary calls to the API when switching between tabs
in the editor or project manager.
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Add icon for the ruler tool
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Holding Shift while snapping is enabled will now make snapping
4 times as precise.
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Fixes godotengine#31328
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Holding Ctrl will snap the selected point/tangent by increments
of 10% of the curve's width/height. Holding Shift as well will snap
by increments of 2.5% instead.
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Add 2D ruler tool
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