Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-04-11 | Merge pull request #60020 from KoBeWi/yeet_bg | Rémi Verschelde | |
2022-04-11 | Merge pull request #59980 from reduz/animation-libraries | Rémi Verschelde | |
2022-04-11 | Merge pull request #59440 from bruvzg/fd_ref_counted | Rémi Verschelde | |
2022-04-11 | Merge pull request #60111 from KoBeWi/the_files_have_landed | Rémi Verschelde | |
2022-04-11 | Implement Animation Libraries | reduz | |
* Instead of containing single animations, AnimationPlayer now contains libraries. * Libraries, in turn, contain the animations. This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models. Missing (will be done on separate PRs): * Make it possible to import scenes (dae/fbx/gltf) as animation libraries. * Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything. | |||
2022-04-11 | Merge pull request #59514 from EricEzaM/input-editor-fixes | Rémi Verschelde | |
2022-04-11 | Make FileAccess and DirAccess classes reference counted. | bruvzg | |
2022-04-11 | Localize unnamed project name in editor window title | Haoyu Qiu | |
2022-04-11 | Improvements to files_dropped signal | kobewi | |
2022-04-08 | Remove unused SplitContainer bg theme property | kobewi | |
2022-04-08 | Merge pull request #59396 from Calinou/animation-track-editor-improve-drawing | Rémi Verschelde | |
Improve the animation track editor drawing | |||
2022-04-07 | Merge pull request #59178 from Calinou/occluder3d-add-editor-icons | Rémi Verschelde | |
2022-04-07 | Merge pull request #59962 from Ev1lbl0w/bugfix-projectManagerFileDialog | Rémi Verschelde | |
2022-04-06 | Restore hidden folder behavior for project manager | Ev1lbl0w | |
2022-04-06 | Fix missing favorite files in filesystem dock | Daniel Kříž | |
2022-04-06 | Fix false warning folder already exists | Aleksey Smirnov | |
2022-04-06 | Fix some issues found by cppcheck. | bruvzg | |
2022-04-05 | Merge pull request #59922 from V-Sekai/fix_editor_search | Rémi Verschelde | |
Improve handling for editor documentation search with blank searches | |||
2022-04-05 | Improve handling for editor search with blank searches | SaracenOne | |
2022-04-05 | Fix Project Manager hard crashes due to invalid access to Editor Nodes | Marios Staikopoulos | |
2022-04-05 | Merge pull request #56695 from bruvzg/mod_unicode_input | Rémi Verschelde | |
2022-04-05 | [Input] Add extra `shortcut_input` input processing step to process Unicode ↵ | bruvzg | |
character input with Alt / Ctrl modifiers, after processing of shortcuts. | |||
2022-04-05 | Fix lookup symbol in scripts which doesn't open a tab at first attempt | Yuri Roubinsky | |
2022-04-05 | Merge pull request #59891 from ConteZero/editor_log_deselect | Rémi Verschelde | |
2022-04-04 | Merge pull request #59888 from akien-mga/clang-tidy | Rémi Verschelde | |
2022-04-04 | Merge pull request #59885 from Jayman2000/autoload-inheritance-message | Rémi Verschelde | |
2022-04-04 | Disable deselect on focus lost on editor_log | ConteZero | |
2022-04-04 | Improve autoload inheritance error message | Jason Yundt | |
Autoloaded scripts should always inherit from Node. When you run a project that tries to autoload a script which doesn’t inherit from Node, then Godot gives an error. Before this change, the error said “Script does not inherit a Node”. That error message is a little bit misleading. If a class inherits a Node, then one of its superclasses has a Node. If a class inherits _from_ Node, then one of its superclasses is Node. This change corrects that mistake. Fixes #59884. | |||
2022-04-04 | Style: Apply clang-tidy to current code, add `readability-redundant-member-init` | Rémi Verschelde | |
2022-04-04 | Zero initialize all pointer class and struct members | Rémi Verschelde | |
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr. | |||
2022-04-04 | Merge pull request #59866 from m4gr3d/update_default_display_scale_main | Rémi Verschelde | |
2022-04-04 | Update the editor display scale based on the device's scaled density | Fredia Huya-Kouadio | |
2022-04-04 | Merge pull request #58010 from jmb462/fix-TextEdit-v_scroll_speed | Rémi Verschelde | |
2022-04-03 | Fix TextEdit v_scroll_speed invalid values breaks wheel scrolling | jmb462 | |
2022-04-03 | Fix creation and reopening of built-in scripts | Michael Alexsander | |
2022-04-03 | Merge pull request #59633 from EricEzaM/better-code-complete-update | Rémi Verschelde | |
Improve sorting of Code Completion options. | |||
2022-04-01 | Action Map Editor fixes and improvements | Eric M | |
Multiple fixes: * Fixed device not being updated correctly (changing the device dropdown did not actually change the underlying event's device) * Device selection now defaults to `All Devices` * Device is now displayed in the text shown in the input event editor, and in the action list. * There was code running twice previously because of the following interaction: 1) input via "Listen for Input" tab. 2) `_set_event` gets called. 3) input list tree selection gets updated to match the listened event. 4) tree "item_selection" signal is emitted. 5) eventually `_set_event` is called again. * The only reason this was not an infinite loop is because reselection is disabled on the tree. So, the code runs twice - not a big deal, but it is unnecessary processing and it could cause an issue in the future. If someone turns on reselection on the tree, the whole thing comes crashing down. This should prevent that scenario and make the code a bit safer and more robust. | |||
2022-04-01 | Improve sorting of Code Completion options. | Eric M | |
Done by ordering options by their location in the code - e.g. local, parent class, global, etc. | |||
2022-04-01 | Merge pull request #59764 from reduz/blender-import-autodetect | Rémi Verschelde | |
2022-04-01 | Add Blender install autodetection and configuration. | reduz | |
This PR is a continuation to #54886 * Changed Blender path editor setting from binary to installation. * Add a class to query whether the format is supported. * This class allows to create proper editors to configure support. **NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com> Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com> | |||
2022-04-01 | Extract theme property names for localization | Haoyu Qiu | |
2022-03-31 | Fix name of the created static trimesh body | kobewi | |
2022-03-31 | Clip animation track keyframe rects | Haoyu Qiu | |
2022-03-30 | Merge pull request #58395 from Geometror/editor-node-data-cleanup | Rémi Verschelde | |
2022-03-30 | Cleanup EditorNode and EditorData | Hendrik Brucker | |
Co-authored-by: Eric M <itsjusteza@gmail.com> | |||
2022-03-30 | Strip feature tag manually when extracting property paths | Haoyu Qiu | |
2022-03-30 | Add more patterns for property path extraction | Haoyu Qiu | |
2022-03-30 | Add PortableCompressedTexture | reduz | |
* Resource that allows saving textures embedded in scenes or standalone. * Supports only formats that are portable: Lossy, Lossles or BasisUniversal This is something I wanted to add for a long time. I made it now because @fire requires it for importing GLTF2 files with embedded textures, but also this will allow saving Godot scenes as standalone binary files that will run in all platforms (because textures will load everywhere). This is ideal when you want to distribute individual standalone assets online in games that can be built from Godot scenes. | |||
2022-03-30 | Merge pull request #59659 from fountainment/fix_callable_bind_usage | Rémi Verschelde | |
Fix Callable::bind usage in connections_dialog.h and packed_scene.cpp | |||
2022-03-30 | Merge pull request #59677 from fire-forge/debugger-capitalize | Rémi Verschelde | |
Process monitor and profiler item names in the Debugger |