Age | Commit message (Collapse) | Author |
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Fixes logically dead code (Coverity)
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Replaces CTRL with CMD in TileMapEditor for MacOS.
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Fixes hard to select Node2D
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Tweak the property hint ranges of caret blink and line length guideline
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Added a more specific error message on export
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Updated icons, add CSG icons
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Reduces some aliasing.
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Added CSG icons and other action icons
[ci-skip]
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Make 'Export PCK/ZIP' work well with EditorExportPlugin
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Fix theme editor sample widgets
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This allows for more precise adjustments.
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-Missing Icons
-Missing freezing option (for baking light and faster load)
-Missing a way to export from Godot (GLTF2?)
-Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs)
Happy testing!
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Add debug flag to the 'Export PCK/ZIP' option
Make 'Export PCK/ZIP' notify when the export process begins. This is necessary to receive the 'EditorExportPlugin::_export_begin' callback
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Replacing CTRL with CMD makes sense dure to consistency
with MacOS and avoiding conflict with the accessibility
hotkey (ctrl+lmb = rmb)
Fixes: #18238
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Fixes reported logically dead codes by Coverity
* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.
* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function
* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.
* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)
* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle
* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'
* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp
* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.
* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.
* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
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Set default file name for exported projects
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Fix possible crash when clicking on Skeleton2D or Sprite editor options
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Allow actions to provide an analog value
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Revert "Unify http- and percent- encode/decode"
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Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent
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This reverts commit b76ee30917c63211ac9e94a21bebbddf518d169f.
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Drag to Rearrange Editor Docks
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Fixed bug #17929. Inconsistent sort in file manager.
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Fixed wave file importer's broken resampling.
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Added find & replace in files
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The inspector will show the custom resources added via plugin
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Jason0214/BugFix_UpdataFavoriteListWhenMoveOrRenameDir
Editor: update favortite_dirs after move or rename a file in filesytem_dock
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Duplicate Arrays and Dictionaries when instancing scene in editor
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Fix converting to tileset crashes Godot if existing file is not tileset
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Allows to map an action to all devices.
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Fix all categories unfold when one key binding is changed
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This commit fix a bug #17929
(https://github.com/godotengine/godot/issues/17929)
in file manager. I'm just added sorting of files list
in method FileSystemDock::_update_files.
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This is accomplished by setting a special value (-1) to the device variable
in the InputEvent that's being used to compare with the one received from the OS.
This special value is invalid for a regular input, so it should be safe.
Implements #17942
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Enhance uri utils
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Extended node rename function to also support renaming node path script instance property
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