summaryrefslogtreecommitdiff
path: root/editor
AgeCommit message (Collapse)Author
2021-02-01Merge pull request #45620 from nathanfranke/improve-editor-inspecterRémi Verschelde
Simplify Script Variables Population
2021-02-01Merge pull request #45281 from Chaosus/vs_unifyRémi Verschelde
Unified several visual shader nodes
2021-02-01Merge pull request #45506 from Chaosus/vs_connection_fixRémi Verschelde
Attempt to connect to first correct port on dragging in visual shader
2021-01-31Simplify Script Variables PopulationNathan Franke
2021-01-31Merge pull request #45315 from RandomShaper/modernize_threadRémi Verschelde
Modernize Thread
2021-01-29Merge pull request #43223 from KoBeWi/deditRémi Verschelde
Disable active editors when node gets deselected
2021-01-29Merge pull request #43222 from KoBeWi/sub_editor_oblivionRémi Verschelde
Remove unused get_subeditor() method
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-28Unify URI encoding/decoding and add to C#Aaron Franke
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-27Attempt to connect to first correct port on dragging in visual shader Yuri Roubinsky
2021-01-26Merge pull request #44799 from RevoluPowered/fbx-fix-zero-scalingRémi Verschelde
mesh indexing failing with small scale values
2021-01-26i18n: Sync translations with WeblateRémi Verschelde
(cherry picked from commit 3f3130648af2b24772f09dbc152af46ba9e9f946)
2021-01-26Fix zero scaling and material mappings being mapped to wrong fieldsGordon MacPherson
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly. - fixes node_3d_editor_plugin visibility bug when scale is zero - fix culling with small scaling values - which are still valid to be rendered like 0.00004 note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26Merge pull request #44887 from ↵Rémi Verschelde
gongpha/crash!-on-expand-or-collapse-folder-in-filesystem-tree Fix crash on FileSystemDock's tree when trying to collapse or expand folder
2021-01-26Merge pull request #45202 from aaronfranke/assetlib-urlRémi Verschelde
Move the Asset Library API URLs to the Editor Settings
2021-01-26Merge pull request #45233 from YeldhamDev/filedock_path_fixRémi Verschelde
Update path in the FileSystem dock after doing file operations
2021-01-26Merge pull request #45226 from Chaosus/vs_expression_portRémi Verschelde
Auto-creates a port in visual shader expression on dragging from (and to)
2021-01-26Merge pull request #45359 from mrushyendra/export_pckzipRémi Verschelde
Make use of export path when exporting PCK/ZIP
2021-01-26Merge pull request #43875 from addmix/create-physical-skeleton-collider-fixRémi Verschelde
Create physical skeleton collider orientation fix
2021-01-26Merge pull request #44194 from madmiraal/fix-font_selected_colorRémi Verschelde
Change themes font_color_selected to font_selected_color
2021-01-25Merge pull request #45447 from pycbouh/graphedit-minimap-active-invisibleRémi Verschelde
Fix minimap capturing events and improve its theme and editor settings
2021-01-25Fix minimap capturing events and improve its themeYuri Sizov
Add an editor setting for minimap opacity in visual editors
2021-01-25Implement shadow meshesreduz
-When importing, a vertex-only version of the mesh is created. -This version is used when rendering shadows, and improves performance by reducing bandwidth -It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
2021-01-24Shadow map rendering optimizationreduz
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
2021-01-24Several GI related optimizations and fixesreduz
-SDFGI direct light is done over many frames -SDFGI Changed settings for rays/frame -SDFGI Misc optimizations -SDFGI Bug fix on probe scroll -GIProbe was not working, got it to work again -GIProbe dynamic objects were not working, fixed -Added a half size GI option.
2021-01-24Change themes *_color_* to *_*_colorMarcel Admiraal
Changed: font_color_accel -> font_accelerator_color font_color_bg -> font_unselected_color font_color_disabled -> font_disabled_color font_color_fg -> font_selected_color font_color_hover -> font_hover_color font_color_hover_pressed -> font_hover_pressed_color font_color_pressed -> font_pressed_color font_color_readonly -> font_readonly_color font_color_selected -> font_selected_color font_color_shadow -> font_shadow_color font_color_uneditable -> font_uneditable_color icon_color_disabled -> icon_disabled_color icon_color_hover -> icon_hover_color icon_color_hover_pressed -> icon_hover_pressed_color icon_color_normal -> icon_normal_color icon_color_pressed -> icon_pressed_color Also includes: font_outline_modulate -> font_outline_color tab_fg -> tab_selected tab_bg -> tab_unselected
2021-01-23Ensures that export path is used when exporting PCK/ZIPMaganty Rushyendra
2021-01-21Fix #33326 by reopening scenesDodoveloper
2021-01-20Merge pull request #43734 from Shatur95/detect-plugins-recursivelyRémi Verschelde
Detect plugins recursively
2021-01-19Added GPU based cluster builderreduz
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19Detect plugins recursivelyShatur95
2021-01-18Merge pull request #45270 from Calinou/editor-tweak-font-hinting-hintRémi Verschelde
Tweak the "Auto" editor setting hints to be more indicative
2021-01-18Tweak the "Auto" editor setting hints to be more indicativeHugo Locurcio
This affects the editor scale and font hinting settings which will now display their automatically chosen value in parentheses.
2021-01-18Added SDF nodes to visual shaderYuri Roubinsky
2021-01-18Merge pull request #32321 from Calinou/editor-disable-quit-confirmationRémi Verschelde
Remove the editor quit confirmation when there are no unsaved changes
2021-01-18Merge pull request #45265 from KoBeWi/children_editing_2077Rémi Verschelde
Change how editable children data is stored
2021-01-18Unified several visual shader nodesYuri Roubinsky
2021-01-18Merge pull request #45274 from Calinou/fix-botton-typoRémi Verschelde
Fix typo in theming methods ("botton" -> "bottom")
2021-01-18Merge pull request #45272 from ↵Rémi Verschelde
Calinou/editor-cinematic-preview-hide-rotation-gizmog Hide the rotation gizmo when editor cinematic preview is enabled
2021-01-18Fix typo in theming methods ("botton" -> "bottom")Hugo Locurcio
2021-01-18Hide the rotation gizmo when editor cinematic preview is enabledHugo Locurcio
Cinematic preview enables the Camera3D preview automatically. When previewing a Camera3D, the rotation gizmo isn't displayed as it can't be used.
2021-01-18Tweak the Contextual Ligatures editor setting hint for consistencyHugo Locurcio
Title Case is used for all enum values in Godot.
2021-01-17Change how editable children data is storedkobewi
Co-authored-by: hilfazer <az13337@gmail.com>
2021-01-16Update path in the FileSystem dock after doing file operationsMichael Alexsander
2021-01-16Auto-creates a port in visual shader expression on dragging fromYuri Roubinsky
2021-01-16Remove unnecessary file existence check when saving sceneArrowInAKnee
2021-01-15Merge pull request #45218 from KoBeWi/new_regression_coming_in_3_2_1Rémi Verschelde
Unify single and multiscene instancing
2021-01-15Unify single and multiscene instancingkobewi
2021-01-15Fix invalid visual shader context menu popup sizeYuri Roubinsky
2021-01-15Merge pull request #44805 from Chaosus/vs_convertRémi Verschelde
Add convert options between constants and uniforms in visual shaders