Age | Commit message (Collapse) | Author |
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Remove thread-unsafe and unused late_added_files.
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Make closing current scene faster
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Allow selecting frames by holding down the mouse in SpriteFrames editor
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Add PROPERTY_USAGE_NONE and use it
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edited tracks
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This complements the existing (Ctrl +) Shift + Left mouse button
multiple frame (de)selection.
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Rename VisibilityNotifier2D/3D to VisibleOnScreenNotifier2D/3D
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_reimport_file is called from multiple threads as part of the threaded importer.
Inserting to this set from a thread could hit a race condition leading to memory corruption or hangs.
It seems to be unused, intentionally or unintentionally
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Add a "save on focus loss" editor setting (disabled by default)
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Decrease the editor FPS limit when unfocused from 20 to 10
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Add keyboard shortcuts to the project manager
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Main: Fixup bogus fallback to project manager with more bolognese
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akien-mga/editorsettings-auto-display-scale-factor
EditorSettings: Factor code to compute auto display scale
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* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
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Fixes for documentation search
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ERR_FAIL_NULL check file access
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Null in ResourceImporterTexture::_save_stex
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Remove GridMap's "Lock View" option and a related method.
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Move code folding into CodeEdit and hide line hiding API
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WARNING: Hacks everywhere!
The logic in `main.cpp` is due a full rewrite as it's extremely hacky,
splitting argument parsing over several functions, with a mess of global state
and assumptions about what combinations of arguments or lack thereof should
mean in terms of what we want to read: game, editor, project manager, or
command line tools such as `--doctool`, `--export` or `--script`.
Until this is fully rewritten, this patch hacks things some more to ensure
that we don't fall back to the project manager in cases where it's not
warranted, and especially not *too late*, as it can mean that we haven't
properly initialized stuff like `EditorPaths` needed by the PM (which in turn
impacts what kind of path will be used for logs and the shader cache, etc...
the rabbit hole goes deep).
Fixes #41435.
Fixes #49392.
Fixes #49658.
Fixes https://github.com/godotengine/godot/issues/38202#issuecomment-773158477.
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Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
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Don't use the abbrevation "Sep." in UI text
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Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544.
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(cherry picked from commit a812779cc534784acf47ad3ed3100b045912bdbb)
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Apparently this feature utilized a completely commented out 7+ years old
method, effectively doing nothing. Since it was designed with a completely
different editor design in mind it is pretty much incompatible and as such
it's best to remove it for now.
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from Multiple Selection"
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Handle portrait mode monitors in the automatic editor scale detection
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Improve scrolling actions in the animation track editor
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Rename "Singleton" to "Global Variable" in the AutoLoad editor
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Adding some more missing renames for Transform3D and Quaternion
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Calinou/editor-freelook-fix-redrawing-when-not-moving
Fix editor constantly redrawing when freelook is active with still camera
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Make easing properties drawn with anti aliasing
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Add the ability to reload the current project
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Prevent accidental drags by adding drag distance threshold
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unsignedFoo/49451-fix-selection-changed-multinodeeditor
Fix SceneTreeDock::_selection_changed to handle to single selection from Multiple Selection
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Remove trailing slash from recent dir if needed
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- EditorSettings: Ensure that `create()` makes a valid singleton.
Fixes #49179, fixes #49450.
- EditorPaths: Cleanup code, properly set `paths_valid`.
- EditorPaths: Move more paths validation (check, mkdir) from
EditorSettings for a better separation of concerns.
- EditorPaths: Move EditorFileSystem creation of `.godot/imported`
next to other paths.
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Rename get_parent_spatial() to get_parent_node_3d()
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Renames get_parent_spatial() to get_parent_node3d() and changes its
implementation. Before it was not returning a correct pointer if the
node wasn't added to a SceneTree. Now it uses the same implementation as
CanvasItem, which will be correct even for nodes outside a SceneTree.
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Prevent `Theme` resource from emitting changes during bulk operations
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