Age | Commit message (Collapse) | Author |
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Fix signature for `folder_moved` signal of `FileSystemDock`
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Fixes #67039
`get_index` counts internal children by default but `move_child` ignores them therefore `move_child` had no effect.
The call to `set_current_tab` is not needed anymore in Godot 4 since the current tab will change when calling `move_child`.
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change warnings=all to use /W4.
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ColorPicker UX
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Include inherited classes in Filter Nodes' "type:" filter & fix "group:"
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Debugger: Fix fetching source to link C++ error on GitHub
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Expose and warn about Node Filters in Scene Tree Dock
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Split `action_map_editor` file into one file per class it contained.
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Also fixes not all private, internal groups being skipped in the "group:" filter.
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Adds "Filter by Type" and "Filter by Group" in the Scene Tree Dock's MenuButton.
Hovering on them displays an useful tooltip.
When selecting these items, the matching parameter is appended to the terms, and the caret is automatically brought to the end.
When typing a filter that cannot be identified, a warning icon is displayed. The reason is explained as a tooltip.
The same options are also quickly available by right-clicking or middle-clicking in the text field.
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Fixes #66974.
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* ActionMapEditor
* EventListenerLineEdit
* InputEventConfigurationDialog
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Add Multi-caret support to TextEdit
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Prevent unsaved inherited scenes from being detected as the 'placeholder' scene
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Fix `hide_slider` vs `no_slider` inconsistency in editor property code
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Rename Projection `matrix` to `columns`
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Add searching by event in Editor Settings shortcuts and Project Settings input map.
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Disconnect TileSet from source editor if no sources
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Split script navigation state and edit state
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Rename remaining "Spatial" in Plugins to "Node3D"
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Allow multiple words in Docs Help Search filter
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schme/66165-fix-shader-list-not-marking-shaders-as-saved
Fix Shader Editor not marking files saved
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For EditorNode3DGizmo:
- `get_spatial_node` -> `get_node_3d`
- `set_spatial_node` -> `set_node_3d`
For EditorPlugin:
- `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin`
- `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin`
Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
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This is how most search filters behave.
Refactors the search's match_classes phase to reduce code duplication.
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Fix creating Nodes by DoubleClick from Recent list
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Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving
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Fix selection applying to hidden Nodes when filtering Scene Tree Editor
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Define bold, italics and mono fonts in editor log for `print_rich()`
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Move "Create Debug Tangents" on MeshInstance3D into an editor plugin
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Remove unsupported `NO_SAFE_CAST`/`-fno-rtti` from Android build
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documents before saving
Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving,
then update the document in `GDScriptTextDocument::didSave`.
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Instead of exporting the "create_debug_tangents" function via
METHOD_FLAG_EDITOR it gets executed by an editor plugin.
This moves it from the "Manage object properties" menu into a mesh menu. It also adds undo/redo functionality to the create debug tangents option.
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Remember tile source sort between sessions
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Fix the flickering of the line gutter icon when saving
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Fix the file newer dialog that keeps popping up
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akien-mga/editorspinslider-fix-grabber-action-area
EditorSpinSlider: Make sure grabber doesn't get hidden during grabbing
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The focus is switching back and forth between the popup dialog and
the editor window, causing an infinite loop.
Fix #65824.
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input map.
* Focus into the LineEdit, then perform input to search the list of events by the events assigned.
* New specialised editor-only control for this: EventListenerLineEdit. Line edit is a good candidate for such a control because you can focus it, override it's input handling, and show the event all in one control.
Update InputEventConfigurationDialog to use event listener line edit rather than the separate tabs.
* Cleaner look - no need for tabs.
* Simpler code.
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Android was the last platform to still attempt to disable RTTI (for binary
size), but both the Android editor and now the ICU library used by templates
need RTTI.
There could still be the possibility to support this for non-ICU template
builds (i.e. without the TextServerAdvanced module), but since this isn't one
of the build configurations we test regularly it's pretty risky to keep this
option only for that specific use case. And our code is already littered with
`dynamic_cast`s which weren't guarded with `!defined(NO_SAFE_CAST)`.
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fix error dialog from appearing after loading material res
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Separate TextShaderEditor and ShaderEditorPlugin into different files
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