Age | Commit message (Collapse) | Author |
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Ctrl+Clicking a enum now scrolls down to it in the docs.
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Removed unneeded sort from SpriteFramesEditor plugin
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Since create_outline can only make outline for PRIMITIVE_TRIANGLES,
when QuadMesh (which is PRIMITIVE_TRIANGLE_FAN) is used to create
outline, will leave `arrays` empty, and crash when it is being indexed
for "indices" subarray.
This PR shows error when there's only one surface and it is not
TRIANGLES. Also prevent the crash if it has more than one surface
and none of them are TRIANGLES (and any other cases that could leave
`arrays` empty) by checking the size of `arrays` == 8 before indexing
it, since the method seems to expect `arrays` to be of that size.
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Simplify CanvasItemEditor anchor drag logic
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This PR fixes the code to avoid saving default environment every time
the project is run whitin the editor.
Should fix #17727. Sorry for the troubles!
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Overhaul the display scaling editor settings
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This adds more scaling options, in addition to a custom scaling option
which allows any scale between 0.75 and 3.0 to be used.
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Allow Attach and Clear Script on multiple nodes
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Fix non-valid characters for `input_action`
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Fix pressing `F3` do both changing to script editor AND find next text
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add option to invert y-axis
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Allow users to add items to Tool menu
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Fixes #16923. I'm not a fan of the special case for scripts in editor_node.cpp, but in any case,
I made it so it wouldn't make the external editor to re-open just because we switched scenes.
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Fix saving unmodified scenes and resources
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A couple of fixes for glTF importing
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Aside from the colors themselves, the rejection was adding somes issues later in the mesh import process.
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When `_save_all_scenes` or `save_resource_in_path` was called, they
always saved all the scenes and the resource no matter if they were
modified or not. For example, when `saving before run` option was
checked, it always overwrote the current scene and the default
environment simply by opening and runing the project.
This PR adds checks for unsaved scenes (using the same `unsave` check
others method used) and modified resources (comparing last modified
time and last import time).
Fix #6025.
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Add a new function to check action names, `_validate_action_name`, in
the spirit of `_valprop`. Offending characters include non-printable
ascii, and `\/=:"`. Also set only one text for the UI message.
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As `KEY_F3` was used both for changing to script editor window and, in
the script editor, for finding the next result in the last search, and
the key event is **not** consumed, the resulting behaviour was similar
to press `F3` twice, first to change to script editor and second to
find the next result of a previous search.
This PR sets the `key_pressed` status of `InputEvent` to `false` if
this event is responsible of an editor change, simulating the
consumption of the event.
Fix #17334
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Mono: Avoid invalid class names.
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Disallow reserved keywords as class names and prefix base class with the Godot
namespace if it's the same as the class name.
Fixes #12483
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Added error checks for fscache saving
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TileMap: add fix_invalid_tiles
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Add icon to TileMapEditor popupmenu
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Update icons when theme changed
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Add an hinting mode setting to DynamicFonts
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More threading in AssetLib
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Fix round preview getting square on "run scene" (issue 16734)
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Make md5's not be in the same file as the import settings
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ScriptEditor: Use EditorSettings instead of hardcoded values in constructor.
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TileSet&TextureRegion: fix error when getting nonexistent tile
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Add "Show Origin" and "Show Viewport" options to 2D Editor Viewport
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EditorAudioBus: expand effects list
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TileSetEditorPlgn: use EditorHandle icon as handle
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Improved error checking at EditorExportPlatformPC::export_project
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AnimationPlayer: fix popups close on double click
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Fix overwriting all common properties when using `Change Type` tool
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AnimationPlayer: fix scrubbing after play backwards
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Properly closing all files in Python build code
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Fixes overlapping text labels in animation editor timeline
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Fix wrong pan direction in animation player ui
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